Would this be a solution for you?
It needs the introduction of SRV control in multicrew and preferably ships that can go outside the influence range of the mothership.
Now that, sir, is a very good idea.
Would this be a solution for you?
It needs the introduction of SRV control in multicrew and preferably ships that can go outside the influence range of the mothership.
Well, for what reason would you even travel so far if everything is within the bubble.
I think the game does need auto-pilot because doing jumps manually after 2000 f'kin hours of gaming time is bulsit but I also agree that it would kill the game mechanic. AP can be integrated into ED with limitations/caveats and with some care.
1/ Auto-Pilot hyperspace jumps are only available to star-systems already visited and logged by the Galaxy map. No exploration bypass here.
2/ AP does not include fuel scooping. You plan the trip.
3/ AP will still cause your ship to be vulnerable to attack/interdiction when using it during super cruise.
4/ AP does not decrease time it takes to do travel manually and only available in open mode and while in-game. (You can sleep but the ship computer must be online).
5/ AP will only slowdown at the star-port or dock destination in SC and will still require pilot to come out of SC. Because ED is about piloting a spaceship.
6/ AP only available to specific ships and/or be rank locked for an engineer to make it available to your ship. ( Extra grind so that it keeps with ED's motto )
7/ AP only available when ship's mass is under x-amount to prevent easy trading automation. Fully loaded ships need manual piloting anywhere. At least the return trip will be easier if you are not loaded up and keep trading relevant as missions can be more profitable than trading.
These caveats will not be a cheat but a method to help keep the game balanced and take the absurdity out of ED and actually make its game design look more refined.
So basically, you do not want to "invest" time into the game?
I don't mind either way, I most likely wouldn't use the autopilot any way, I do get it why some people want it but still... this is a space sim/pilot game.
But human nature being what it is, if an auto-pilot was introduced, players would turn it on, and watch Netflix or something. Very few would consider stopping and doing a honk, checking the system map and thinking, hmmm that looks interesting. No, the auto-pilot would become the norm, then there would be players complaining that it still takes too long, it is too boring, why can't we just click on any destination and get there instantly.
So when the Galaxy is filled with engaging and interesting phenomenon in the future(dreams)you want FD to allow you to bypass all of it?
Those two are preciesly special because of their remote location. With AP they'll be efectively as close as any system within the bubble since you'll need no time investment to get there.
That's incorrect. You know modern planes have autopilot right? Does that make the 12 hour trip to Germany any shorter? No, no it doesn't.
Would this be a solution for you?
It needs the introduction of SRV control in multicrew and preferably ships that can go outside the influence range of the mothership.
I can sleep through the trip to Germany.
If I can sleep through a trip to Sag A* then it makes all parts of the galaxy the same.
So basically, you do not want to "invest" time into the game?
I don't mind either way, I most likely wouldn't use the autopilot any way, I do get it why some people want it but still... this is a space sim/pilot game.
It's a cool idea, but I don't feel it's the solution. Better than nothing, but it does require coordination with someone else and it can be a problem scheduling these sorts of things.
Maybe I should make the autopilot I'm interested in clear. I'd want the most basic implementation of it. While completely leaving the individual loads behind would be extra neat, I would be completely fine with it simply doing what we do now. You set your destination, engage autopilot, it aligns and jumps for you until you need fuel, autopilot disengages if the next jump would leave you stranded (or just leave it at something we need to personally pay attention to, fine with both), you top up and then engage autopilot again. All it would do is lower the amount of manual inputs, we can still have it so we need to monitor the situation, we're still vulnerable to interdictions and jet cones, not unlike modern pilots.
The step further would do the straight jump to your next fuel stop. To add caveats to it, it would have to take the same amount of time it does now, so instead of many shorter loading screens, you get a longer one, no shortcuts and it must drop you into the next system where you would need fuel. Option being that you can have it drop you at the next available system along your route should you need to.
Furthermore, if you log off in both situations, your trip is over, you'll be where you were when you logged off.
So, I'm personally interested in the simple solution, the one where we still have to be available for fuel concerns and the one that doesn't add shortcuts to time or range. This is the autopilot I'm defending, not wormholes or time portals. Also, once again, I'm under no illusion that asking for it is going to make it happen. I've already seen this discussion many times and I know Frontier isn't interested. It's still a dream though and I've seen it work in other space games where the integrity and scale isn't lost at all.
Well, I never asked to be allowed to log off and sleep through the game. More to that, doesn't being able to sleep on the trip to Germany make all parts of the World the same? Wouldn't you much rather 'fly' the 'adventure' yourself? Probably not right? If you would, why don't you? Also, when just flying to Sag A*, the galaxy essentially is the same since all you're doing is jumping toward it and seeing the same stars (and only the stars) along the way. Autopilot doesn't have to stop you from doing what you normally do along the way, you seem to keep trying to argue that it would, but it's not what I'm asking for. Maybe it's a bit of what the OP is after, but not me. I'm all for reasonable implementation.
No, not an analogy, a misrepresentations. People are arguing for these things on the basis of making exploration easier, and you have just posted about how you would catch the tram and avoid all the interesting things between you and the office, where you would presumably sit for 8 hours straight before catching the tram home and missing all the interesting things between home and office. You honestly don't see the difference between that and exploration?
All these nebula, black holes 25m km wide ring systems, brain tree sites, vulcanism, ancient ruins that people want to visit using fast travel, not a single one of them would be there to visit if it wasn't for explorers actually exploring rather than just bypassing it all. What exploration needs is more content, what people are asking for, nay demanding, is for a way to get places without actually interacting with anything on the journey! The essence of exploration is to see what's there, the essence of tram riding is to ignore everything between you are your destination. I have no problems with tourism, but lets call it what it is.
That's incorrect. You know modern planes have autopilot right? Does that make the 12 hour trip to Germany any shorter? No, no it doesn't.
I'm all for a reasonable implementation too - but not everybody 'requesting' and autopilot feels that way.
As an example, something that only works on systems with Nav Beacons would leave exploration unaffected while taking the grind out of cross-Bubble travel.
Once more, the time investment is what makes the perceived lenght of the trip, will people think that Sag A* is far away if you only need to push a button and then go to sleep?
By the way, pilots must still be aware and take note of weather, fuel levels, potential alarms, miscellaneous stuff so AP only helps to keep speed and altitude, sometimes direction, in other words, there must be somebody in charge at all times in the cabin.
Yes, did you read the longer post where I explained which autopilot I wanted? Somewhat similar to real life autopilot, having nothing to do with logging off and going to sleep.. Or is this a TLDR situation where you can't be bothered to know why I'm saying what I'm saying simply because you oppose any implementation?
Once more, the time investment is what makes the perceived lenght of the trip, will people think that Sag A* is far away if you only need to push a button and then go to sleep?
I think the game does need auto-pilot because doing jumps manually after 2000 f'kin hours of gaming time is bulsit but I also agree that it would kill the game mechanic. AP can be integrated into ED with limitations/caveats and with some care.
1/ Auto-Pilot hyperspace jumps are only available to star-systems already visited and logged by the Galaxy map. No exploration bypass here.
2/ AP does not include fuel scooping. You plan the trip.
3/ AP will still cause your ship to be vulnerable to attack/interdiction when using it during super cruise.
4/ AP does not decrease time it takes to do travel manually and only available in open mode and while in-game. (You can sleep but the ship computer must be online).
5/ AP will only slowdown at the star-port or dock destination in SC and will still require pilot to come out of SC. Because ED is about piloting a spaceship.
6/ AP only available to specific ships and/or be rank locked for an engineer to make it available to your ship. ( Extra grind so that it keeps with ED's motto )
7/ AP only available when ship's mass is under x-amount to prevent easy trading automation. Fully loaded ships need manual piloting anywhere. At least the return trip will be easier if you are not loaded up and keep trading relevant as missions can be more profitable than trading.
These caveats will not be a cheat but a method to help keep the game balanced and take the absurdity out of ED and actually make its game design look more refined.
Would this be a solution for you?
It needs the introduction of SRV control in multicrew and preferably ships that can go outside the influence range of the mothership.