What incentive do new players have to stop using supercruise assist?

Question - how much of a time penalty is there for being in the blue zone the entire trip vs full-throttle until 6 seconds? Let's use an extreme example like Hutton Orbital. If we're only talking a few minutes for a long trip like this, then I have use for SC Assist. If we're talking a serious time differential, then I might throw it onto my exploration ship (I've got the spare slots) but not use it much at all.
No idea. I think you should go test it and come back to let us know!
 
Question - how much of a time penalty is there for being in the blue zone the entire trip vs full-throttle until 6 seconds? Let's use an extreme example like Hutton Orbital. If we're only talking a few minutes for a long trip like this, then I have use for SC Assist. If we're talking a serious time differential, then I might throw it onto my exploration ship (I've got the spare slots) but not use it much at all.

Not much. You'll lose more time from inefficiency in acquiring intermediate jump targets and reorienting on them. Unless there's a pirate or, worse still, a PvPer taking an interest. Then you'll lose a LOT by sticking to the green zone.
 
Well, its pretty clear now frontier don't like supercruise and are building into the game ways out of it.

Was just thinking for the new supercruise assist function, say a new player follows along and gets used to playing elite in the new world. I suspect its going to be common that because there's actually no or very minimal incentive in turning off supercruise assist... people will get used to having it on permanently. If you "grew up" with it, then compared it to turning it off, why would you?

Apart from in combat ships, its already far too easy to fit a docking computer in all but the combat focused ships (that mainstream dont use because of jump range), and we just got another slot for it...

The only speculation is wouldn't that leave supercruise itself in an odd place over time? I'm one of the oddballs that's loves supercruise, but have to admit, that headlook is the primary gameplay there, and you can still do that with the assist on... Taking away the only subtle science gameplay part of it via a module won't leave much there for the non headlookers.

It was also really spooky when during the livestream they said as a feature you're freed up to do other things (and stopped from saying tabbing out from the game). Adam woods using the words 'none of the playing the game dev magic' in a livestream about a video game was also top stuff.

Bullism from veterans will convince them 🤣
We can create a new force and gank every player with autocruise... Before killing them there will be a standard warning message that inform the player that if he/she will remove the module he will not be killed anymore in future
 
Bullism from veterans will convince them 🤣
We can create a new force and gank every player with autocruise... Before killing them there will be a standard warning message that inform the player that if he/she will remove the module he will not be killed anymore in future
You'll never catch me, copper, those modules are mine, I tell you, bought them from a geyser at Jaques....
 
I'm so glad most people are on board with letting people play the game their way. This purist elitist attitude comes off so backwards.
It never ceases to amuse me that there are so many folk on internet fora whose main concern is my welfare, and they have no issue in telling me that the way I play is not the way said game should be played...

A bit like the sad souls whose best advice to any newcomer is 'git gud', totally unable to perceive the fact that others play differently :D
 
Question - how much of a time penalty is there for being in the blue zone the entire trip vs full-throttle until 6 seconds? Let's use an extreme example like Hutton Orbital. If we're only talking a few minutes for a long trip like this, then I have use for SC Assist. If we're talking a serious time differential, then I might throw it onto my exploration ship (I've got the spare slots) but not use it much at all.

It really depends upon the nature of the system, and how the planets are aligned, to be honest. Some systems you don't have much mass between you and your destination, so you don't save much time. Others might have a lot of mass, both visible and not, so the time you save by flying manually can really add up.

For example, on one Rares CG I participated in, it turned out that there was someone I was able to be instanced with that was running the same route I was (not too surprising, there.) I passed him three times in the hour I was playing. The first time I passed him, he was already halfway to the station of the third hop when I passed him in my Python. Second time I passed him was on the second hop. He was approaching the outpost ahead of me when I passed him during my braking maneuver. By the time he actually arrived at the outpost, I'd docked, sold my "outbound" cargo, gotten the CG rare, topped off my cargo hold for the third hop, and was already spooling up for my jump out. The third time I passed him was at the CG system itself. Given that there was combat oriented ship in his immediate vicinity, I really hope he wasn't interdicted while taking the straight and slow route.

Kind of reminded me of this:

As for Hutton Orbital... I really don't know. My instinct is that the amount of time you could save by keeping the throttle at 100% isn't as much as the time you could save by not flying to the station directly, and not selecting your destination until you're in the immediate vicinity. Personally, I'd never want to test it out.
 
The incentive is that you will approach faster without using it, especially if you use a spiral approach and/or gravity wells to make the fastest possible station approaches. This is useful for both saving time, as well as making getting interdicted (marginally) less likely due to a less predicable and quicker approach.

For folks who can't be bothered by such things, well whatever who cares.
 
Not being told how they're playing the game wrong in the forums by people who think they know everything and generally just annoy those of us who do.
 
That slot can be something else, which in turn frees up a bigger slot for something more beneficial.

A collector limpet for example, when previously a cargo carrier might have left it off and manually scooped.
Or a hull reinforcement with resists applied.

But it is simply a useful module for experienced players wanting to multitask.
So often doing Inara research or ship crafting or foruming or dealing with real life chores while the ship counts down to the 8 second mark.
Oops overshoot again.
Helpful to not have to stare at a boring countdown timer for the 10,000th time. Pressing a button at a countdown isn't gameplay.
 
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