Some suggestions from a new(er) player.

Hello, I just started playing ED in December and am really enjoying the game. I've come across a few things though that I really think would make the game better so thought I'd throw it out there.

1) Player economy. Data and materials for engineering are very valuable things and aside from forcing people to go do monotonous tasks they don't want to do you could create an entirely knew way to earn money by going out and gathering the stuff to sell to other players. Players would choose one station to set up shop and other players would have to go to that players home system. Likewise you would have to bring your goods there and transfer it too the station.

2) System travel. I know this is a sore spot for some people but spending 15+ minutes traveling to the nearest station is frustrating. What I've found funny is people claim "immersion"; except traveling 15 minutes to the nearest station actually breaks the immersion for me in two ways. First lets consider construction and supplying an outpost with the necessary supplies to run when the travel time is that far. It's going to be extremely expensive, unless there is a super rare commodity from one of those planets it's not happening. Now, IF there was a reason, humanity would very quickly come up with a solution to warp in closer. Navigation beacons you can lock onto, or re calibrating your FSD to jump to star B instead of star A within a system. I won't buy the "We can travel through space including sending a space station 22k ly away, and we can prevent FSD's from jumping to a system (permits) BUT we can't figure out how to warp to a star 300k ls away from another.". Second way this breaks immersion is that I'm going to get up and walk away from the game to do something more entertaining like pluck my eyebrows or do laundry. If you want to make a time sink then make it so you have to fly it manually the first time but then can sync your computer or set warp in coordinates etc.

3) Allow altering your stored ships internal bays when your not in said ship. Frustrating when you have 8 cargo but you forgot your x ship didn't have any cargo bays because you were doing passenger missions but you want to take it too deliver said cargo. There is no reason you can't tell the people at the station to switch internals then transfer your cargo. OR
2A) Have a temporary station storage for cargo? but if you attempt to launch it warns you that cargo will be destroyed and confirm option for those times you don't care about the 20 drones.

4) Paying bounties for anything less than murder without the police trying to kill you. Likewise why should you have to jump out of a system just to jump back and pay the fine? Knock off the whole "On H-Jump" thing. While we're on that, don't give bounties for shooting wanted ships regardless of scan. Just because you didn't know it was a pirate doesn't mean the police view your action any differently. Heck they don't even know the scan didn't finish.

5) Engineering upgrade to reduce charging time on FSD. I thought this was what the faster boot option was but sadly it doesn't. Faster charge time would be great for an in-bubble sightseeing ship, you don't necessarily need a longer jump range but being able to charge 3-4 times faster would let you make 8 jumps real fast! Otherwise everyone takes increased jump range which is boring. Faster charge speed would have a nice PVP benefit as well, but maybe have it reduce integrity so the counter of course would be targeting it and knocking it out.

6) Wing mission rewards. I think my biggest complaint overall would be that there seems to be so little reason to wing up. I know multi-crew and the duplicating bounties might change that since you can earn credits faster now but it would be cool if you could earn a portion of mission turn ins like you do when selling stuff in a wing. Then entire wings could stop at a station and grab missions then transport stuff in a convoy. This would even allow like large type 9 transport to grab 4-5 high paying missions and a few people to protect on the trip.

7) To go with 5 wing supercruise/hyperspace. Best way I could think to implement this would be when one person hits the button it pops up a ready check for the others. Wing leader picks the destination? I dunno, people smarter than me can probably design this one, but the ability to travel together and if one person gets interdicted have it bring out the whole wing.

8) Fix the type 7, seriously. Medium landing pad or fighter bay and I could find a use. Or leave it large but give it double the jump range of the type 9 I could do something with that too. As it is that ship has no good use, maybe a mining ship if you have someone to protect you. I struggle to find good roles for the courier and clipper given that by the time you obtain them you probably have better ships available but they are really fun to fly. Type 7... not so much.

Anyway, overall amazing job and amazing game. I'm constantly getting sidetracked with things to do.
 
2) System travel. I know this is a sore spot for some people but spending 15+ minutes traveling to the nearest station is frustrating. What I've found funny is people claim "immersion"; except traveling 15 minutes to the nearest station actually breaks the immersion for me in two ways. First lets consider construction and supplying an outpost with the necessary supplies to run when the travel time is that far. It's going to be extremely expensive, unless there is a super rare commodity from one of those planets it's not happening. Now, IF there was a reason, humanity would very quickly come up with a solution to warp in closer. Navigation beacons you can lock onto, or re calibrating your FSD to jump to star B instead of star A within a system. I won't buy the "We can travel through space including sending a space station 22k ly away, and we can prevent FSD's from jumping to a system (permits) BUT we can't figure out how to warp to a star 300k ls away from another.". Second way this breaks immersion is that I'm going to get up and walk away from the game to do something more entertaining like pluck my eyebrows or do laundry. If you want to make a time sink then make it so you have to fly it manually the first time but then can sync your computer or set warp in coordinates etc.
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For your first reason... It's 15 minutes. It takes me longer than that to go to work each day. Truckers spend days shipping goods and supplies across country. And entire cities function with supplies taking much more than that getting to and from them. Fifteen minutes is amazingly fast for travel and shipping. Now, yes this is a game, and I can fully grasp not wanting to wait 15 minutes, but what people are willing to wait through in real life is vastly different. And not even all that many places even require a travel time of 15 minutes. So when people talk about immersion in that sense it's translating the real life travel to a game time. That 15 minutes is essentially a stand in for maybe several hours of straight travel to this far off part of the system, and the really big trips to like .22 LY are supposed to be like several days. But it's supposed to be a long trip. Because if it wasn't a long trip, it'd be just like everywhere else.
 
There are a good number of places with trips that long, and your right people do it in real life I guess the difference is payout. Shipping something to the boon docks of Alaska for example costs far more then east coast to west coast. Payouts for traveling to these particular places is not on par with travel time. I know of 2 systems I won't take any missions to because of travel time vs payout.

It's much like the passenger missions 50 mil for 25k ly or 1 mil for 300 ly. At least I can see why you might take the longer trip.
 
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There is no problem with the type-7. It is a dedicated cargo hauler and works as such. The clipper is a trader with teeth. I agree the ship should be more combat-orientated given how it manuvers, but sadly, it doesn't fit a proper shield gen for its size, and winds up being a worse ship than the Vulture despite the Clippers cost and needed empire rank.
I already have a thread for the Courier discussing it.
 
OP, good post. Not so sure about the time to stations, but the other points are well made.
Ref the Type 7, also agreed. Right now it's utterly pointless. Making it a medium would be a good way to give it a genuine reason for existence, i.e. as a trading alternative to a Python.
 
Point 6 does have several benefits. I use the Trade Dividend system to help new Players. If I manage to get them to join my Wing they will (when I sell my cargo) get a 5% Trade Dividend based on my profit margin. Typically I have seen them receive 20Kcr (which, considering new Players start with 1,000cr and a loaned Sidewinder, is a decent boost). I also offer advise and answer questions.

For item 7 it would have to be the ship with the lowest jump range that plots the route. That would be the only way you can be sure the whole Wing can stay together.
 
Point 6 does have several benefits. I use the Trade Dividend system to help new Players. If I manage to get them to join my Wing they will (when I sell my cargo) get a 5% Trade Dividend based on my profit margin. Typically I have seen them receive 20Kcr (which, considering new Players start with 1,000cr and a loaned Sidewinder, is a decent boost). I also offer advise and answer questions.

For item 7 it would have to be the ship with the lowest jump range that plots the route. That would be the only way you can be sure the whole Wing can stay together.

The navigation panel already shows when wing members can't jump to a particular system "Wing limit exceeded" I think it says. You could still have the leader plot the route but have it factor in the wings lowest jump range. If you plot the route and someone joins with a lower range treat it like plotting the route before filling your hold with cargo. When you get to a system player b can't make the jump, they get a fail message and left in the dust.
 
I don't agree with the distance item but only because of the way OP rationalizes it. I think Super-cruise acceleration and decelleration need buffing. I don't mind travel times but when I'm plotted to Hutton Orbital it shouldn't take me 15 minutes to ramp up to the top speed, that is ridiculous. Also, microjumps but only to stars (minimum gravitational effect required) would suit me, but Super-cruise acceleration buff could take a lot of the current pain away.

Also, payout is now affected by distance. Maybe not strongly enough, but if you see a 2 cannister transport mission for 100,000cr you can be sure it will be a long flight.

Other points, OK.
 
The navigation panel already shows when wing members can't jump to a particular system "Wing limit exceeded" I think it says. You could still have the leader plot the route but have it factor in the wings lowest jump range. If you plot the route and someone joins with a lower range treat it like plotting the route before filling your hold with cargo. When you get to a system player b can't make the jump, they get a fail message and left in the dust.

I am aware of that, but I was once in a Wing where the Leader either was not aware, or did not notice that (after taking on more cargo) my jump range had dropped a lot. The Wing jumped, I couldn't, and I got mauled. From then on I always check that screen when I am in a Wing, and if I see "Exceeds Wing Range" I start asking the rest of the Wing. Whoever does NOT have that message then is given the responsibility of plotting the route, and the other ships are Nav Locked onto them. We also wait until EVERY ship is clear of Mass Lock before jumping, so we remain together. A properly organised Wing looks out for all of its' members.
 
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Good points. Welcome aboard.

The Type-7 is simply to high to fit into a medium bay. That is "bad design by choice". And you will be able to live with it once you're in a Python (because it can land on Outposts)

You'll get used to the travel time too - even if by learning your way around the neighborhood and avoiding places that you dislike visiting.

The other points have my support :)
 
I am aware of that, but I was once in a Wing where the Leader either was not aware, or did not notice that (after taking on more cargo) my jump range had dropped a lot. The Wing jumped, I couldn't, and I got mauled. From then on I always check that screen when I am in a Wing, and if I see "Exceeds Wing Range" I start asking the rest of the Wing. Whoever does NOT have that message then is given the responsibility of plotting the route, and the other ships are Nav Locked onto them. We also wait until EVERY ship is clear of Mass Lock before jumping, so we remain together. A properly organised Wing looks out for all of its' members.

Yeah, I guess I wasn't clear enough. I was trying to say frontiers system already recognizes if someone can't make the jump so I would expect if a wing jump feature were added they should make it so the system would automatically plot based on the shortest range in the group instead of just off the person plotting the course. E.x. I have 27 but my wing mate has 20. When I plot a course it should only allow jumps of 20 since it recognizes my wing mate can't make the jump.
 
I don't agree with the distance item but only because of the way OP rationalizes it. I think Super-cruise acceleration and decelleration need buffing. I don't mind travel times but when I'm plotted to Hutton Orbital it shouldn't take me 15 minutes to ramp up to the top speed, that is ridiculous. Also, microjumps but only to stars (minimum gravitational effect required) would suit me, but Super-cruise acceleration buff could take a lot of the current pain away.

Also, payout is now affected by distance. Maybe not strongly enough, but if you see a 2 cannister transport mission for 100,000cr you can be sure it will be a long flight.

Other points, OK.

Possibly on the ramp up depending on how much it's going to cut down on travel time. Microjumps wouldn't be a bad solution either as most ridiculously far places have their own star.
 
Couple additions

2 things that recently came up as well.

Powerplay - When undermining via combat for merits ship size should play a factor in reward if you wanted to get really in depth do it like the bounty system ship + pilot skill. For a very basic improvement small 15 merits, medium 30 merits, and large 45 or 60 merits. Currently when out and about if I have to pick between a type 9 or an adder the choice is pretty simple adder, asp explorer, or sidewinder all day long. They just die so much faster and there's no extra rewards for bigger ships.

Speaking of the type 9. I had assumed this ship would be better than the type 7 but as I started looking at buying one I'm just not sure. I think it could use a little love on the jump range. I feel like it's primary roll would be delivering large amounts of goods for like colonia or California nebula (current CG). Places where you don't want to be going back and forth multiple trips, however at 19ly jump range those trips would be very painful. Which would limit it more to things like Hutton orbital where jump range won't matter. Beluga and Orca just got some serious love and I think they fit their roles well. I took my beluga out to California nebula for some passenger missions and it wasn't too bad. I don't think giving the type 7 or type 9 the same sort of adjustments would imbalance them at all. 25-30 ly fully laden would allow it too fit a solid transport roll.

Currently the Beluga has a 50t smaller hull but 7 FSD and fuel tank. Could just up the type 9 to the 7/7 it should fit in the same hull. Sorta like building a modern computer compared to 1980's computer we can squeeze a lot more inside that frame now! GO!
 
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Lestat

Banned
Hello, I just started playing ED in December and am really enjoying the game. I've come across a few things though that I really think would make the game better so thought I'd throw it out there.

1) Player economy. Data and materials for engineering are very valuable things and aside from forcing people to go do monotonous tasks they don't want to do you could create an entirely knew way to earn money by going out and gathering the stuff to sell to other players. Players would choose one station to set up shop and other players would have to go to that players home system. Likewise you would have to bring your goods there and transfer it too the station.
Well working hard to get materials is part of the game. If it was easy you would just go to a different game.

2) System travel. I know this is a sore spot for some people but spending 15+ minutes traveling to the nearest station is frustrating. What I've found funny is people claim "immersion"; except traveling 15 minutes to the nearest station actually breaks the immersion for me in two ways. First lets consider construction and supplying an outpost with the necessary supplies to run when the travel time is that far. It's going to be extremely expensive, unless there is a super rare commodity from one of those planets it's not happening. Now, IF there was a reason, humanity would very quickly come up with a solution to warp in closer. Navigation beacons you can lock onto, or re calibrating your FSD to jump to star B instead of star A within a system. I won't buy the "We can travel through space including sending a space station 22k ly away, and we can prevent FSD's from jumping to a system (permits) BUT we can't figure out how to warp to a star 300k ls away from another.". Second way this breaks immersion is that I'm going to get up and walk away from the game to do something more entertaining like pluck my eyebrows or do laundry. If you want to make a time sink then make it so you have to fly it manually the first time but then can sync your computer or set warp in coordinates etc.
Here a the thing. There 1,000 systems with stations. Why do you whine about the farthest one when you can take the same amount of time to go oh this station too far. Why don't you take that same 15 Minutes and find a station that closer to the sun. If you accept a mission they send you to a station that 15 Minutes away that was your fault not looking on Galaxy map and pay for system data before accepting the mission to see how far that station is.

3) Allow altering your stored ships internal bays when your not in said ship. Frustrating when you have 8 cargo but you forgot your x ship didn't have any cargo bays because you were doing passenger missions but you want to take it too deliver said cargo. There is no reason you can't tell the people at the station to switch internals then transfer your cargo. OR
2A) Have a temporary station storage for cargo? but if you attempt to launch it warns you that cargo will be destroyed and confirm option for those times you don't care about the 20 drones.
Or you can have more then one ship that has more cargo.

4) Paying bounties for anything less than murder without the police trying to kill you. Likewise why should you have to jump out of a system just to jump back and pay the fine? Knock off the whole "On H-Jump" thing. While we're on that, don't give bounties for shooting wanted ships regardless of scan. Just because you didn't know it was a pirate doesn't mean the police view your action any differently. Heck they don't even know the scan didn't finish.
Well don't spay and pray. Because it dose not pay. If you are attacking a ship you did not scan it your fualt.

5) Engineering upgrade to reduce charging time on FSD. I thought this was what the faster boot option was but sadly it doesn't. Faster charge time would be great for an in-bubble sightseeing ship, you don't necessarily need a longer jump range but being able to charge 3-4 times faster would let you make 8 jumps real fast! Otherwise everyone takes increased jump range which is boring. Faster charge speed would have a nice PVP benefit as well, but maybe have it reduce integrity so the counter of course would be targeting it and knocking it out.
I think they are trying to hide the fact Frontier has to load up the new system you are jumping to.


8) Fix the type 7, seriously. Medium landing pad or fighter bay and I could find a use. Or leave it large but give it double the jump range of the type 9 I could do something with that too. As it is that ship has no good use, maybe a mining ship if you have someone to protect you. I struggle to find good roles for the courier and clipper given that by the time you obtain them you probably have better ships available but they are really fun to fly. Type 7... not so much.
It a large ship for a cheap cost. It reminds me of a bad RV home design. It waste to much space. So landing at a large station is a must. A python seem to learn the art of good RV home construction. A large amount of space in a ship that can store a lot. That can land on a medium landing pad.

Now why it don't have fighter bays. Well Look at the whole ship. Do you see any area fighter bay could be added and would look good. Right now there no cosmetic bay for fighter bays.
 
For your first reason... It's 15 minutes. It takes me longer than that to go to work each day. Truckers spend days shipping goods and supplies across country. And entire cities function with supplies taking much more than that getting to and from them. Fifteen minutes is amazingly fast for travel and shipping. Now, yes this is a game, and I can fully grasp not wanting to wait 15 minutes, but what people are willing to wait through in real life is vastly different. And not even all that many places even require a travel time of 15 minutes. So when people talk about immersion in that sense it's translating the real life travel to a game time. That 15 minutes is essentially a stand in for maybe several hours of straight travel to this far off part of the system, and the really big trips to like .22 LY are supposed to be like several days. But it's supposed to be a long trip. Because if it wasn't a long trip, it'd be just like everywhere else.

This reply is just bonkers.
Makes me laugh.
It's a game, but yeah, spend 20 minutes or more just sitting staring at nothing happening. It's fun, because it is a drudgery simulation.

OMG. What .

Hutton Orbital is a thing, but it should be dispensed with except for that one location. I don't play games to surf the web for 15 minutes while the game decides to move me at arbitrary rate to the fun stuff I want to do. Sure there should be travel time in-system, and usually that is OK and lends to the sense of scale. But when there are far stars to get to in a single system, often farther apart than stars in the core that are distinct systems, a micro-jump is the way to go. Or FD could set a cutoff for what defines a single system. Or, they could make it worth the long travel time, which normally is not anywhere near true.

It could add cool new effects of zooming into the star but not in hyperspace/witchspace.

Anyway, SMH.
 

Lestat

Banned
This reply is just bonkers.
Makes me laugh.
It's a game, but yeah, spend 20 minutes or more just sitting staring at nothing happening. It's fun, because it is a drudgery simulation.

OMG. What .

Hutton Orbital is a thing, but it should be dispensed with except for that one location. I don't play games to surf the web for 15 minutes while the game decides to move me at arbitrary rate to the fun stuff I want to do. Sure there should be travel time in-system, and usually that is OK and lends to the sense of scale. But when there are far stars to get to in a single system, often farther apart than stars in the core that are distinct systems, a micro-jump is the way to go. Or FD could set a cutoff for what defines a single system. Or, they could make it worth the long travel time, which normally is not anywhere near true.

It could add cool new effects of zooming into the star but not in hyperspace/witchspace.

Anyway, SMH.

Here the thing. You could choice to complain about it. Or you can use common sense before accepting a mission or going to a location. Like View galaxy map/System map before accepting a mission or going to a location. That only take a minutes of your time vs complaining about 20 Minute travel time.
 
Here the thing. You could choice to complain about it. Or you can use common sense before accepting a mission or going to a location. Like View galaxy map/System map before accepting a mission or going to a location. That only take a minutes of your time vs complaining about 20 Minute travel time.

If you have the system information available, yeah that's what I do. However it's not always available. Second, all this does is create systems that are rarely visited for what? These systems also become a huge burden when your faction expands into them and then ends up in war there. Doubly so when they don't have re-arm/repair stations so your only option is ignore the war and let your faction be locked for 4 days, or spend hours of game time traveling back and forth.

Also what benefit to the game do these travel times provide? None.
 
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