Why does my 34th century spaceship have no autopilot OR how do you accept the hyperjump grind?

There would be many options to make it easier for the player to have fun with the game. I would not want all of those options in the game simultaneously - but just to have one of them to make switching game-style and location a bit less frustrating would be fine for me. Those options are in no particular order

a) multiple commanders per account

b) choose any ship-location of yours to start your game-session with from log-in

c) Commander Transfer Taxi ship to ship service (would cost some credits, with maximum time-delay of 15 minutes for, let's say, bubble-colonia transfers)

d) Auto-Jump-Pilot that operates when player is logged in (interdiction possible)

e) Auto-Jump-Pilot that operates also when player is logged off (interdiction possible)

f) several jump-gates across the bubble and at some places in deep space

g) telepresence any of your ships, fighters, srvs - basically everything everywhere
B, c (the way you've presented it), e,f and g would allow me to uninstall and not look back instead of waiting for the next expansion.
 
There would be many options to make it easier for the player to have fun with the game. I would not want all of those options in the game simultaneously - but just to have one of them to make switching game-style and location a bit less frustrating would be fine for me. Those options are in no particular order

a) multiple commanders per account

b) choose any ship-location of yours to start your game-session with from log-in

c) Commander Transfer Taxi ship to ship service (would cost some credits, with maximum time-delay of 15 minutes for, let's say, bubble-colonia transfers)

d) Auto-Jump-Pilot that operates when player is logged in (interdiction possible)

e) Auto-Jump-Pilot that operates also when player is logged off (interdiction possible)

f) several jump-gates across the bubble and at some places in deep space

g) telepresence any of your ships, fighters, srvs - basically everything everywhere

A) +1
B) would require cargo storage functionality if the ship you logged out in was carrying but the ship you logged in to didn't, but otherwise +1
C) 15 min to go to Colonia? -1
D) -1
E) -1
F) This would be required for C to work. -1
G) This would eliminate the need for C. -1

I'm not a big fan of things that would make the galaxy seems smaller, any anything that lets you go from one place to another when not at your computer, well...
 
The other thing they (we'll call them "they" because it's as good as anything else) do is portray explorers as people who jump honk jump honk jump honk endlessly and want to force everyone else into the same gameplay. Indeed I have seen it on this very thread, and that's a straw man fallacy, because very few explorers, at least out of all the ones I now, actually do that. If I jump into a single star system I might jump to the next one straight away, but often it can be a few minutes to, well, days between jumps for me. Explorers simply don't do that, fuel rats do it, because they are trying to save people, bucky ballers do it, well, because they do and that's what they like doing, explorers in general don't play like that.

Nah, they also add screenshots and aimless SRV perusing the barren planets for more screenshots of grand canyon like vistas. The one thing explorers do well is show the rest of the community how great the game looks, unfortunately not so much a good job of compelling me to go explore. The best things I've seen actually found were story elements that Frontier put in to progress the lore, past that not much to see these days that we haven't already seem thousands of times. For some people, that sort of game play is still easily distilled down to jump honking. Why? Typically taking screenshots isn't considered game play unless it's Pokemon Snap.

Anyhow, it's just a quick jab at the game's lack of compelling exploration, not a jab at explorers themselves. You enjoy what you enjoy, no one can take that from you. I really wish I enjoyed it much the same, but I just don't. Q4 is something I'm really looking forward to as it is adding a few things I have been missing, maybe then I'll join the rest of you in the same enjoyment. [up]
 
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Really? I need to spell this out? People want the mindless, challenge-free, risk-free, skilless demand of pressing one button for thousands upon thousands of times, to be automated. What is left is literally everything else. And for those who find pressing one button for thousands upon thousands of time is an engaging activity: you can still do it if that is the kind of stuff you're into.

You are confusing a boring trip from a slow trip, the former should be adressed in Q4 with better graphics and additional quests/activities.
 
LOL. It takes 'only seconds', plus a loading screen of 40 seconds. Per jump. Which you often need thousands of. Which means thousands upon thousands of hours of 'waiting + pressing J'. What is actually your problem with having other people who are not you automate this? Why do you care so much that you want them to not have it their way if it doesnt influence you in any way whatsoever?

It's perceived scale, ED can say it has a galaxy 90 klys across but if you can instantly go from one side to the other, it really does kill the sense of scale, after all, what else do you associate with a long trip other than waiting for a while for it to finish?
 
The only hyper-jump grind is the one you make for yourself. I go exploring primarily in a combat loaded Vulture, and do just fine for myself.

If you just want to put around the bubble, you have it pretty easy, and rightly so.
 
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There isn't any risk right now either. Which is the whole point. if there was some engaging gameplay involved in long-distance traveling we wouldn't have this topic. But there is no risk, no challenge, no skill requirement. So far I haven't seen a single compelling argument against optional automation of this mechanic, beyond "I want people to play the way I do".

We do have neutron stars and white dwarfs.
 
At least for me addition of guardian fsd booster kind of solved the issue. Any ship in any loadout (apart from fdl, may be) can have ~30Ly range, which means i can reach any destination in bubble within ~10-15 minutes. Sure some compromises have to be made, but it is part of the fun.

As for exploration or colonia... slow travel is necessary there, because long road is biggest part of the fun, not reaching the destination. And it is optional, so if someone does not like it he can easily avoid it.

One thing i would like to see changed is hyperjump loading time. When traveling fast ~50% of the time is non-interactive loading screen, which is annoying. The most primitive thing that comes to mind here is - preloading next system on plotted route, may be even few systems, in background while waiting for fsd cooldown/fuel scooping, then show short animation on jump and start loading next system. Sure it will not help for random jumps and may cause slowdowns on low-end systems, but for pre-plotted long routes it should cut useless waiting time significantly.

And autopilot? Do not want that. Seen enough of it in eve. As soon as something like it gets implemented game will start to be designed around it, making it near-unplayable for those who want to fly manually (which is the most fun part of ed imo).
 
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I could see the case for an in-system auto pilot. Or at most an autopilot that only works when there are nav beacons to navigate.

Only as long as they completely suck!

Except for docking computers, which have full control over 1000's of tons of starship inside space stations.

Docking computers definitely fit the suck requirement; waste a module slot that would be better off left empty and take five times as long to dock as docking manually.

If we can get equally useless autopilots, I will be all for them, and never touch one.
 
I feel your pain, but at least jump ranges have been increased considerably since the launch of ED.

+50% by FSD engineering
+10 LY flat with a guardian FSD booster
+a few extra LYs by lightweight engineering some other stuff

and for occasional use:

+Jumponium
+Neutron star boost So, could be worse.
 
Not having to go the distance yourself, while comfy af, would make the journey mean nothing. There IS a definite sense of accomplishment in hurdling a grindwall.
Instant gratification is easily found in other games. Let ED be its own beast.
 
Where's the supposed "extra fun' in setting a course and watching the computer do it for you?

Well, while the computer does the job of scooping/aim/press J
(which seeing some answers around here is the epitome of skilled, involved and fun piloting)
I would be able to look at the galmap for new planetary nebulas, blue supergiants and interesting places to go next.

You know, doing taking the more interesting "Navigator" role, rather than aim dot and press J challenge.

Any, yeah, as bortas said the various increases to jump range alleviate the issue quite a bit.
 
(Incidentally, for those who love the game as-is: what do you do for a living? Is your day to day life so boring and monotonous that the games you are drawn to also feature monotony as their “challenge”?)
While I wouldn't say I "love the game as-is", I don't mind the repetition of exploration. I'm not looking for the excitement of combat. I find exploration to be a relaxing way to spend my time (except for rare episodes of thrilling mistakes, like misjudging a landing on a high gravity planet). I don't spend the time watching Netflix or such, while I travel. I listen to some good music and enjoy the black void for what it is.
 
There's no realistic alternative to loading the next system in a hyperjump.

It took me literally 3 seconds to figure out an alternative. All with using existing tech. Here we go:

You set a target on a Galmap, it appears on your HUD. Max range for that option is limited to 2k LYs. You can set ANY location as destination, provided it's within 2k LYs radius. Then you engage hyperdrive and jump.

Now - interdiction-type minigame starts. As we know, star's gravity field makes you drop into real space. So while in hyperspace you need to avoid gravity fields. Your nav comp will help you with that task providing safe "route vector". Your job is to actively keep that vector point in front of your ship. The longer you stay on target, the farther you will jump.

Failing on staying on target results in drop into real space. Either premature drop or you get to your destination, game during exit part would calculate where you dropped.

Then you would determine where you are, what star type it is, what's in the system and what's nearby. And you could see how much off the course you are. For refuelling purpose single and direct jump would work as current jump. Target nearest OBAFGKM star, align and jump there (single jump within your FSD range). Anything further than that - hyperspace minigame.

This way we could be actually surprised by the system we exit and people would share epic stories about new record of single jump distance. For jumping whole 2k LYs would be really hard. The longer you are in the minigame, the more difficult it is to stay on course and chances of premature drop are ever rising.

Pro-active, entertaining and fun.


___________________________

You want to explore traditional way - use single jump feature and crawl through space as we do currently.
You want to get to the other side of the galaxy in a few hours instead of days? Use FarJump.
 

sollisb

Banned
There's a heap of stuff around the web to add on to Elite. Materials, Systems, Factions, Trade, GPS, Configuration and more.

The source of most of them is either the Journal and Status logs and VoiceAttack.

If your not a developer, then you're limited to what you can. How-ever if you are a developer, there's not much you can't do.

Be creative but stay legal :)
 
It took me literally 3 seconds to figure out an alternative. All with using existing tech. Here we go:

You set a target on a Galmap, it appears on your HUD. Max range for that option is limited to 2k LYs. You can set ANY location as destination, provided it's within 2k LYs radius. Then you engage hyperdrive and jump.

Now - interdiction-type minigame starts. As we know, star's gravity field makes you drop into real space. So while in hyperspace you need to avoid gravity fields. Your nav comp will help you with that task providing safe "route vector". Your job is to actively keep that vector point in front of your ship. The longer you stay on target, the farther you will jump.

Failing on staying on target results in drop into real space. Either premature drop or you get to your destination, game during exit part would calculate where you dropped.

Then you would determine where you are, what star type it is, what's in the system and what's nearby. And you could see how much off the course you are. For refuelling purpose single and direct jump would work as current jump. Target nearest OBAFGKM star, align and jump there (single jump within your FSD range). Anything further than that - hyperspace minigame.

This way we could be actually surprised by the system we exit and people would share epic stories about new record of single jump distance. For jumping whole 2k LYs would be really hard. The longer you are in the minigame, the more difficult it is to stay on course and chances of premature drop are ever rising.

Pro-active, entertaining and fun.


___________________________

You want to explore traditional way - use single jump feature and crawl through space as we do currently.
You want to get to the other side of the galaxy in a few hours instead of days? Use FarJump.

You just broke passenger missions, trade, any effort people put into their drives and rares.

Edit : and selling exploration data, you broke that as well.
 
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