The new SCO Drive and it's jump range...

There could be special limitations on it for newbies. If ED had decent in-game tutorials then most should be okay.
hilarious. So to make the game easier you propose to make the game more complicated by adding "special limitations"?
You know what, never mind. You've made your point, I've made mine, no need for further argument since neither will convince the other.
 
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hilarious. So to make the game easier you propose to make the game more complicated by adding "special limitations"?

The SCO limitation would make it easier for newbies so that they don't run out of fuel if they use SCO too much. The in-game guide would explain how SCO works and how to use it properly. Then newbies would have the benefits of SCO and learn how to use it responsibly.
 
The SCO limitation would make it easier for newbies so that they don't run out of fuel if they use SCO too much. The in-game guide would explain how SCO works and how to use it properly. Then newbies would have the benefits of SCO and learn how to use it responsibly.
I don't think the stock Sidewinder should have an SCO drive any more than it should have an AFMU or a fuel scoop. SCO is an advanced device, like those others.

Let the beginner first get their feet wet and get a handle on basic flight and navigation before throwing them into wild supercruise boosting, which for all intents and purposes is pretty much an "advanced" technique.
 
The SCO limitation would make it easier for newbies so that they don't run out of fuel if they use SCO too much. The in-game guide would explain how SCO works and how to use it properly. Then newbies would have the benefits of SCO and learn how to use it responsibly.
Or they could simply make the SCO button be hold-to-boost instead of a toggle.
 
i have installed my 1st ever SCO drive on my soon to be Titan bomber FDL............... it isnt engineered yet howver.

I have not dared press the boost button yet - its not even mapped!. :D
 
It devalues what I have done as if it were nothing.
You can do better signing up to the game now.
o_O
Why not leave the SCO advantage as being only one thing, Super Cruise Boost?

You have the drive you made… you can still jump further than you could before. What bothers you is that you won’t be able to jump further than new players. And I really hate that ethos.

Your suggestion is that we should all have to choose between wasting 10 minutes to get to stations far from the entry-star or having functional jump range just so you don’t lose your hegemony over the game? Well, hell man. I didn’t know it made you feel like your time spent playing a video game didn’t yield tangible, everlasting rewards. Let’s throw out that objective improvement to the core game mechanics immediately!

Just engineer another one, I engineered one within a week after restarting the game, and I don’t even grind.

This game desperately needs fixes and balancing. The #1 enemy of Elite will always be the player base who has held it captive.
 
As a compromise and a time saver, I’ve put a single roll of grade 1 Increased Range plus Mass Manager on a bunch of SCOs. I haven’t bothered fully (remotely) engineering them except for ships that need full fledged jump range, plus my few favorite combat ships that might actually have to go places.
 
This is the first time I compared Std FSD vs SCO FSD; my Krait Phantom with a fully engineered FSD+MM and a fully engineered SCO FSD+MM, I swapped out of my FGS.
Std FSD + MM: 42.84 max range
SCO FSD + MM: 47.13 max range

Nothing else changed. I swapped them a couple of times to verify. for prosperity ... Have a nice day

I'm going to edit this instead of making a new post
I did the same with my FGS
Std FSD + MM: 20.76 max range
SCO FSD + MM: 22.87 max range

The two ships are very differently equipped but nothing was changed in each ships loadout from one FSD to the other. Is it worth the effort, I think so but I'll only swap out and engineer SCO FSDs as I need them. Right now I only have one 5A and one 4A. I have not tested the 4A SCO vs non SCO FSD but if I do I'll post.

have a nice day
 
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These things really take the pain out of high grade emission searches.

What I really love about these drives, other than the way that they were introduced, which I consider to be genius, is how they effect the use of other mods, for example these things are amazing with the shielded FSD, particularly for high grade resource treks; I have an SCO engineered drive that I put aside for that task specifically.

Have you tried that combo yet?
 
Is the new SCO Drive going to be balanced before its released?

My issue is that once engineered, that new A-rated SCO Drive has MORE jump range than a the Pre-engineered FSD with Mass manager applied.
This makes all previous FSDs obsolete, I was hoping for more of a meaningful choice between SCO or a bigger jump range.
I really don't get what the issue is that you see here, evolution is a massive advantage of the online gaming environment.
It devalues what I have done as if it were nothing.
You can do better signing up to the game now.
o_O
Why not leave the SCO advantage as being only one thing, Super Cruise Boost?
The only thing that has changed is your perception, those old drives of yours have not, get over yourself!
No, no one said that. Adding new things is a good thing - unless it makes old things completely obsolete. That is called power creep.
Power creep? Na, this is maxwells demons at work again, pesky things!
The grind is only a grind if it's done inefficiently.
Bravo! Once in character and in the game, it is all part of daily life, and as with all things in life, there is always a way if there is the will to find it!
I've read some people complain that the SCO should have worse jump range and I think to myself, "What??? Why can't something new just be better than something old?"

Not everything has to be a "hard decision" or a "trade off" just because this is a video game. Example: Supercruise Assist and docking modules. They should just be software installed by default on ship computers. But instead we get the "hard choice" about if its worth a size 1 slot. The answer is always NO. Having my ship auto-fly itself in the blue zone the entire way to a destination is not worth the trade-off of any other module that could fit in a size 1 slot. That slot is 100% always better served as a DSS, HRP, 1A Prospector Controller.... I fitted a SCA module the first day they came out and I thought it was fun to use but there is no build I'll ever make where module economy allows for it so I'm kind of sad that something cool was added to the game that I'll never use.

And then I remembered that some of the people who play this game are the reason we have to pay for the privilege to wait for our ships and modules to be delivered anywhere, and I rolled my eyes.
Exactly, this really is the essence of engineering both in game and in real life, man some of the things that folk come up with can be hilarious, but they genuinely think that it is a good idea at the time.
Agree with you that SCA should be a "software" feature that takes up no module space, but feel completely different about actually using it. While I can live without a docking computer and these days I tend to leave it out so that I can get better at using my HOSAS setup, I absolutely can't stand the "gameplay" offered by regular supercruise travel. Losing a small module slot is absolutely worth not having to just sit there making tiny adjustments while watching a number go down.
I install a supercruse assist when doing certain tasks, such as mass pirate cleanups or high grade emissions, use them as a speed break is all.
I expect the fuel rats to be recruiting! :)
Heh, yes this thought does spring into mind!
No. My point was that modules which are strictly inferior to others have no place in the game.
That's not affected by the question of "is the particular module X indeed strictly inferior to Y?"

You're free to think that stealth builds are viable, or that credits are a limiting factor. Then those modules serve a purpose.
The question I was addressing "why does there always need to be a tradeoff?" was explicitly about the point when there is no advantage at all to a choice.
There is no inferior where 'min max' solutions are concerned, due to the complexity, you might like to consider looking that up; It really is essence of the gameplay.
 
I'm a strictly krait man for now, so I can juggle my modules around fairly, but am really hoping for some kind of environment for more serious engineering in the future, fingers crossed for that!
 
Even then, they are useless. Take the C shield Gen... Everyone gets the alternate version for faster recharge rate. Or they get A rated.
 
Shields are a good example how you (almost) don't make alternatives obsolete. You get faster regeneration or higher capacity, Both have pros and cons and use cases. Then there are prismatic shields Even more capacity, almost as much a regular shield one class higher, but with doubled mass and increased power draw.
 
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