System Building is 90% Supercruise Assist and Automated Docking and 10% clicking buttons.

If you enable SC assist and SCO boost before you align, SC assist will pull you out of jump at the last second, regardless of whether or not you are going too fast. This lets you jettison yourself across solar systems at insane speed, and why people who toss out SC assist and dismiss it as a waste of space are incredibly silly people. It literally allows a skilled pilot to slingshot themselves across systems faster than any other method the game offers.
Thanks. I'll have to give it a try. I assume you need to bind it to something
 
I've never used supercruise assist, but I was absent from the game for a few years. Does anyone have any pointers on what do do with it?
Select a distant target station with nothing too near the straight line from you to it,
jump into cruise,
Goto 50% throttle?
Enable SCA,
Take longer to do the trip.

Or game the mechanic by flying manually at speed to almost at the target then enable SCA to do an emergency stop at your target.

You can also use it to make your ship go to zero throttle (30m/s) after every hyper jump.
 
I really, really don't understand why some people even "play" this game when they don't actually play this game. I'm sure most of the complaints about boring hauling grind (a word I truly hate) are from players using the flight assist modules. I've built a couple of Coriolis's, multiple platforms, a dozen or so installations and plenty of surface structures, all in a shieldless T9. I never get bored as I'm never flying hands off.
Give it a try, go on. It is a space flight sim after all.
Because we want to have a go at colonization, but as usual the interesting stuff has been locked behind a wall of dull repetitive grind. The OP is right:

Dock with station
Load up Cutter
Back to Carrier
Dock with station
Load up Cutter
Back to Carrier
Dock with station
Load up Cutter
Back to Carrier

Jump to colonization system

Load up Cutter
Ship to construction site
Back to Carrier
Load up Cutter
Ship to construction site
Back to Carrier
Load up Cutter
Ship to construction site
Back to Carrier

I know you can reduce most games to this kind of thinking and I know it's subjective. I'm fine with the fact that building a Coriolis should be a large undertaking and grinding is fun when it's well implemented. This isn't - its dull

If you went to your local library and changed every word in every book to the word 'dull' and then read them all out in a boring monotonous voice you'd come pretty close to describing colonization 'gameplay'
 
Because we want to have a go at colonization, but as usual the interesting stuff has been locked behind a wall of dull repetitive grind. The OP is right:

Dock with station
Load up Cutter
Back to Carrier
Dock with station
Load up Cutter
Back to Carrier
Dock with station
Load up Cutter
Back to Carrier

Jump to colonization system

Load up Cutter
Ship to construction site
Back to Carrier
Load up Cutter
Ship to construction site
Back to Carrier
Load up Cutter
Ship to construction site
Back to Carrier

I know you can reduce most games to this kind of thinking and I know it's subjective. I'm fine with the fact that building a Coriolis should be a large undertaking and grinding is fun when it's well implemented. This isn't - its dull

If you went to your local library and changed every word in every book to the word 'dull' and then read them all out in a boring monotonous voice you'd come pretty close to describing colonization 'gameplay'
What this guy said.

Bad gameplay is bad gameplay.

You can't really even call this "hauling", it's the equivelant of sitting in the back of the box van with no windows to look outside of and unloading it when it reaches the destination.

Hauling implies there is some form of journey/adventure involved between you and your destination. This is just you working for a local Uhaul franchise.
 
Aren't you basically describing a lot of real life industries? From trash collection to airline pilot to oil production. All very predictable, repetitive grind. That's the nature of it.
And modern attitudes, in the real haulage industry there are so many due to retire and so few willing to start that in a few years there could be serious problems with getting stock on shelves.
 
I really, really don't understand why some people even "play" this game when they don't actually play this game. I'm sure most of the complaints about boring hauling grind (a word I truly hate) are from players using the flight assist modules. I've built a couple of Coriolis's, multiple platforms, a dozen or so installations and plenty of surface structures, all in a shieldless T9. I never get bored as I'm never flying hands off.
Give it a try, go on. It is a space flight sim after all.
Also quite adrenalin-pumping in an Anarchy system with pirate scans and one's own platform attacking oneself.
 
Thanks again. I haven't seen the square icon, but I don't have supercruise fitted on my ships. I'll put one on and check it out
1745195270057.png

Here' lemme dox where I'm getting all my steel/titanium since every one of the trailblazer ships has a billion carriers hogging every spot in their systems yet noones buying anything.
 
Yes but I don't think people want to simulate visiting the DMV repeatedly.
No DMV in the UK, virtually everything is online, and even linked. E.G. Your passport application has to have a photo and signature. Then apply for a photo id like a driving licence, and they will pull the photo and sig from the passport records.
 
No DMV in the UK, virtually everything is online, and even linked. E.G. Your passport application has to have a photo and signature. Then apply for a photo id like a driving licence, and they will pull the photo and sig from the passport records.
Why do you assume everyone in an online game is from the UK?
 
Actually, my point is that people insist on treating more like a game than a virtual life. And that's their mistake. I got into Elite Dangerous BECAUSE it was less like a game.

'the gameplay is good because it's bad'

Interesting take on games.

A sim game doesn't have to be monotonous, repetitive and lack the ability to scale mechanics to player ability. leaving most gameplay to be entry level grind loops. That's a choice.

Taking an existing mechanic (trade) and adding nothing to it and making a new feature depend on repeating only that activity many dozens of times on top of timers...is objectively lazy and bad design, especially since trade itself is boring, predictable, and mostly dead air gameplay.

But it's fdev's livelihood. If they think this is the way forward....maybe this vision is more important than mundane things like enjoyment and new users and excitement.
It would be nice if it did actually have a coherent vision beyond not letting anything of consequence be actually driven by players and making everything optional, avoidable, and thus pointless outside of your imagination. Something to drive it into being great at something instead of just having great tech made back in 2014 and a philosophy that ensures it compromises gameplay design built on that tech to such a degree that the tech actually hurts the game.

New features dont have to be for everyone. But they should bring value and innovation to the game. Colonization struggles at that when it shouldn't have to.
 
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