Robert Maynard
Volunteer Moderator
Recovering from a jam is trivial (as long as one has the basegame installed).Untill you get carefree, and jam or crash your SRV for good. Complacency has nasty way of getting you![]()
Recovering from a jam is trivial (as long as one has the basegame installed).Untill you get carefree, and jam or crash your SRV for good. Complacency has nasty way of getting you![]()
Well that is kind of out of game solution. Something like combat logging but allowed by the rules.Recovering from a jam is trivial (as long as one has the basegame installed).
It is - but it beats being stuck ad infinitum.Well that is kind of out of game solution.
Eventually SRV will run out of fuel and you die. In EDO that trick works (assuming you are in world cold enough) but you lose your SRV.Another way would be to disembark the SRV (in EDO) and recall the ship as required.
Indeed.Eventually SRV will run out of fuel and you die. In EDO that trick works (assuming you are in world cold enough) but you lose your SRV.
We've been able to get stuck since Horizons was released, i.e. a bit over six and a half years and the trivial OOG remedy has also existed for that long. We now have the means to get out of the stuck SRV in EDO - but not to free it.I think players ought to be allowed to get stuck, but there should be an in game way to get out of it.
What sort of challenge to exploration could be added that is not just busywork (i.e. continuous repairs required) or a fait-accompli (i.e. destroyed immediately on arrival in system)? (and that is not already covered by the ship heat due to stellar bodies, etc.)
If the risk wasn't ship destruction but rather ship disabling, with the option of repairing your ship in a NMS / SE sort of way, that I would find very appealing. The closest thing I have to that now is packing hull repair limpets and an AFMU, but it's not really the same thing.The problem with introducing new risks to exploration would be the sheer lengths of time and numbers of jumps involved. For example, even if there was only a 0.1% chance of any jump going wrong in a new way, it would be almost inevitable that all explorers would be struck by the problem in a round trip to Sag.A*. Even a tiny new risk of destruction would just render exploration impossible.
I also have an uncomfortable suspicion that people asking for risk in exploration aren't explorers.
I like the idea, but I wouldn't look forward to collecting 10 Settlement Defense Plans/Opinion Polls to repair my damaged FSD!If the risk wasn't ship destruction but rather ship disabling, with the option of repairing your ship in a NMS / SE sort of way, that I would find very appealing. The closest thing I have to that now is packing hull repair limpets and an AFMU, but it's not really the same thing.
Well flying non exploration ship for exploration is like flying non-combat ship for combat tasks.Oh, that and lately flying an Eagle for exploration, where the risk of running out of fuel is quite real (almost happened to me recently).
Well yes, complacency kills in exploration. You do task you have done thousands of times before, its routine, and then you make small mistake...and then you are in emergency situation.Even exploration is challenging, but in a different way than most people expect. Ever wondered why some explorers equip heatsinks or hull repair limpets? Ever heard anecdotes of explorers accidentally hitting a star or running out of fuel in supercruise?
The big challenge of exploration is in staying awake. Because after a few hundred jumps your cerebral cortex will think of more interesting things or simply go on standby and pass all control over to the motor cortex (aka "muscle memory"). Caffeine, Spotify and/or Asperger's help, but only to some extent.
Well that is tourist tripRecently travelled from the bubble to Sag A* then on to Colonia - only faceplanted a couple of times.
Oh indeed - still got quite a few first discovered bonuses though.Well that is tourist trip![]()
It's actually more fun to explore in a ship that isn't built only for exploration. During the early Odyssey days I flew a Courier to Beagle Point, and to my surprise there were pirates around the tourist beacon! I had three lightweight pulse lasers equipped, so I couldn't resist doing some combat at that very unusual place. Exploring the geography of planets is also more exciting in a high speed build.If the risk wasn't ship destruction but rather ship disabling, with the option of repairing your ship in a NMS / SE sort of way, that I would find very appealing. The closest thing I have to that now is packing hull repair limpets and an AFMU, but it's not really the same thing.
Oh, that and lately flying an Eagle for exploration, where the risk of running out of fuel is quite real (almost happened to me recently).
Would you want to do combat on non combat buildIt's actually more fun to explore in a ship that isn't built only for exploration. During the early Odyssey days I flew a Courier to Beagle Point, and to my surprise there were pirates around the tourist beacon! I had three lightweight pulse lasers equipped, so I couldn't resist doing some combat at that very unusual place. Exploring the geography of planets is also more exciting in a high speed build.
Personally I think the Eagle is one of the best exploration ships for fast, low-to-the-ground exploration. I don't have the patience to do SRV circumnavigation in an SRV like @Alec Turner, but I do enjoy flying low over the surface of a planet at high speed in an Eagle in VR.Well flying non exploration ship for exploration is like flying non-combat ship for combat tasks.