Three things that need to change

On the subject of supercruise speeds, what I tend to do as I'm closing in is have my speed at roughly 10% of the distance remaining, i.e. at 100ls I'd be doing no more than 10c, 10ls = 1c, 10000km = 1000km/s etc. This generally places your speed just above the top of the blue "sweet spot" zone for your entire approach.

If anything it's possibly still on the conservative side, but it's an easy rule to remember and you will never overshoot this way.
 
- Flight model: increase TURNING speed, STRAVE and YAW significantly! Once someone locked you with gimballed weapons or beam lasers, it is near impossible to escape the situation and return fire (at least not in a Sidewinder). Keep the optimal turning speed and such, just make it faster.

This would make no difference. Even if they upped the turn rates, they would have to do it in proportion for all ships, and you would be back to square one.

I do think they should make gimballed weapons less effective, as they Dev team said they were looking at doing recently.

Supercruise: ok

Insurance: I think it needs to be reasonably high or there is no loss incentive and players would not care about losing their ship
 
If I think I'm going to fast I start doing a caterpillar type movement which can slow you down alot.

I had problems going too fast at first but its definitely something you can get the hang of. I like to follow the orbit of the thing I want to get too, or sort or curve to it rather than fly straight at it.

Its is probably the weakest part of the beta so far and I expect it to work much better as the game moves further along the progress path.
 
I personally do not agree with points 1 or 2.

point 3 for me the jury is still out..... I fully expect the numbers to change on it anyhow (also the cost of the ships I would not surprise to see change).

I do have concerns on insurance, but they are different to yours.

Many are saying the cost of the insurance must be high... well, maybe, but, the higher they are the more of an advantage those who paid the £200 are going to be at with their life time 50% insurance.

They can effectively buy one ship, and get one free (maybe the insurance company for alpha backers should be "safe style uk" ;) )
 
I dont agree with any of those 3 points.

I agree with the toaster.

i didnt say anything :\

but i agree with the agree'r

And.. if you want to shake off gimbles, go silent ;) Personally ill be using beam lasers because i can aim myself and its worth it for the extra damage ^_^
 
The answer to being able to super cruise without paying 100% attention and not overshoot is not quicker deceleration - it's autopilot.
 
- Supercruise: Enhance RESPONSIVENESS of acceleration and breaks at LEAST by 100%. Because it takes forever to slow down from 20+ c, one constantly overshoots the target.

You'll figure out the best point to begin decelerating with practice. I was the same last weekend, now I'm pulling in a few thousand kilometres from target.

A couple of tricks that might help:
Approach your destination on a wide arc to "soak" any overshoot, and adjust the arc accordingly.
Also, when you're closing on your destination you can often get additional deceleration by aiming at the planet/moon/whatever if there is one. If your ship starts to rattle, it's probably best to take a wide arc instead as your speed is too high for the gravity well to slow you down enough.
 
On the subject of supercruise speeds, what I tend to do as I'm closing in is have my speed at roughly 10% of the distance remaining, i.e. at 100ls I'd be doing no more than 10c, 10ls = 1c, 10000km = 1000km/s etc.

That sounds like a good rule of thumb, but still a bit complex for my poor brain. I tend to grab my phone and glance at Reddit while in SC, so I stick to something brain-dead, even if it's marginally slower:

Code:
if distance > 100ls
  throttle = 100%
else
  throttle = 75%
end

--
Bewilderbeest
10 PRINT "I R PROGRAMMOR NOW"
20 GOTO 10
 
You've got to realise that if turn rates were increased, they would be increased for the attacker as well.

The net effect would be that escaping would be even harder, as it would be easier for the opponent to track you and the effectiveness of translational movement for evasion would be reduced.

New players can find themselves frustrated with the "slow" controls compared to some other games but it's good to realise the same limitations apply to everyone - of course, some ships are more manoeuverable than others, but the starting Sidewinder is really from the more agile end. That's an advantage when going against larger ships like Cobras and Anacondas.
 
These points are not up for debate, don't even try :) In all seriousness, I sincerely believe that if these things were addressed, the game would hugly profit
Demanding rants often don't go down to well. :)

If you are overshooting your target in supercruise you haven't yet learnt to use it properly...yet. In the throttle indicators keep an eye on the narrow yellow line at its far right. Make sure that your throttle is just below this line and you shouldn't overshoot. As you get closer to your target you may notice that your ship starts to judder as it tries to slow down. You can help here by flying off course for a bit then back again to bleed of excess speed.

In short there is nothing wrong with this part of the game, other than the janky exits. You just need to learn how to use it properly.
 
I wouldn't worry about overshoot too much. Usually even if you do overshoot, you've slowed down so much and the distance to your target is so infinitesimally small compared to where you started from that you can consider yourself to be practically there already.

Just turn around and complete the trip.

It's nothing like the catastrophic overshoots that easily happened in the earlier games.

edit: What I'm saying is that if you slow down too much / too early during the approach you can easily waste more time than if you just let yourself overshoot, using the planet's mass lock effect to brake and then turned around.
 
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I agree with the insurance costs but not regarding supercruise. Supercruise has to be designed in the way to allow players intercept others. At the moment it is not possible but it will be. With the changes you're suggesting it wouldn't be possible to intercept anyone as they would be changing their speed to rapidly.
 
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Allow me to chime in on one thing.
Plenty of people (myself included) have raised concerns before about the current insurance implementation. As it turns out, this system is just a WIP: Frontier have said that later on, it's going to have more features such as getting your ship / equipment back on loan instead of having to go back to a basic Sidewinder if you can't afford to pay. Or a creditor gives you the loan, but takes a cut of your future profits until you pay it back. See the relevant DDF thread int the archive here.

It's a pity that the current system is quite punishing, but it's not going to stay this way.
 
- Flight model: increase TURNING speed, STRAVE and YAW significantly! Once someone locked you with gimballed weapons or beam lasers, it is near impossible to escape the situation and return fire (at least not in a Sidewinder). Keep the optimal turning speed and such, just make it faster.

Disagree. Use lateral and vertical thrust, and FAOff. Or go cold. Or backwards. But at the end of the day a better pilot in a manoeuvrable ship like an Eagle getting the drop on you is seriously bad news. Have some situational awareness when you think players might be around and lurking to strike when your back is turned.

Anyway - changes are coming to thrusters...

- Supercruise: Enhance RESPONSIVENESS of acceleration and breaks at LEAST by 100%. Because it takes forever to slow down from 20+ c, one constantly overshoots the target.

Don't fly in straight lines - fly curves. Avoid gravity wells. Loop and spiral the ship round objects to reduce speed. The 10% rule is good too (100ls = 10c, 50ls = 5c, 10ls = 1c, 1ls = 0.1c, 30,000km -> anything above 10,000km/s is probably too fast :) ). Love super-cruise as it is now. :)

*Edit* - Actually the best advice for super-cruise at present seems to be 'ignore the damn blue bit on the throttle panel, until the final moments of a trip, its pretty worthless at present'.

- Insurance: INSURANCE COSTS are too HIGH. Especially in the beginning, one can easily lose it all. They should be cut by 50%.

They will be for Alphas ;) (sorry, that didn't help. :) ) They need to be high to give people a sense of purpose in preserving their ships.

These points are not up for debate, don't even try :) In all seriousness, I sincerely believe that if these things were addressed, the game would hugly profit.

You posted on t'Internet, and whilst the quality of debate you receive may be immensely variable, you are guaranteed to get some. :)
 
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Turning rates are fine for me, they allow the panic of combat to last longer. :D

As for comparisons with other games, I only have a compound noun.

SPACESHIPS
 
ED is a GREAT game, but it will never use its full potential if the following things are not addressed:

- Flight model: increase TURNING speed, STRAVE and YAW significantly! Once someone locked you with gimballed weapons or beam lasers, it is near impossible to escape the situation and return fire (at least not in a Sidewinder). Keep the optimal turning speed and such, just make it faster.


Regards

Personally I think the flight model makes combat fun and exciting not always but mostly.
There are other games play star citizen that has your flight model I hear combat is quite dull by all accounts.
 
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