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

Exactly; ED isn't Elite.

Dementedly nudging a whacking great HOTAS up-a-bit, left-a-bit for hours on end is the inverse of leet = lame.

Best you can do in ED is maybe roll 180° and try mix it up with some down-a-bit, right-a-bit. Bit of variety.

Or else just accept ED for what it is - flawed, but not-elite - and go play FFED3D instead if you're ready to get real.



Interplanetary travel's much more engaging in the previous two games. You can simply fall back on autopilot to take the wookie work out of flying the ship, but equally, you can use it in more interactive ways..

For example:

- ships in the previous games have 'momentum' (their mass, times their velocity), which means the faster they go, the more time and effort is required to change headings.

Hence you can 'spoof' a course by simply flying towards some other target - building up tangential momentum to your actual intended target - before selecting your real target, and thus following a spiralling trajectory into your destination.

You don't need autopilot to do this, but it takes all the effort away, allowing you to make a creative, intelligent piloting decision on the fly and immediately execute that strategy.

Because NPC's in the previous games are persistent (spawned with the system itself when you hyperspaced, not injected later), interdictions are not random encounters - any ship that's going to try to intercept you has to actually fly through space to get to you...

Hence spoofing your destination like this ends up throwing potentially-large numbers of would-be attackers into a spiralling trajectory - it's very fuel-intensive, and there's no way of knowing what your actual destination is until you're much closer to it. You end up flinging your tail of attackers into an ever-tightening curve, in which only the smaller, faster ships have a chance of maintaining pursuit, provided they have the fuel range..

- another creative use i was playing with the other night: if you can disable your thrusters / empty your tanks, then you can select an AP target whilst in orbit; this causes the ship to hold a given direction, slowly rotating the ship in sync with the planet / star's rotation like a gear wheel, instead of just pointing in whatever aimless direction. This in turn allows you to play with different persectives from the various internal / external cam views, to watch novel tracking / panning shots you wouldn't ordinarily get to see.

Arguably, this is one thing Pioneer actually improves upon, with its 'hold retrograde / prograde' AP functions - a most-basic AP feature than any real ship would have as standard. Logically, attitude / azimut would be maintained by precessional torques applied to tilting gyros, rather than using gas thrusts, so costs no extra energy. Yet ED has almost no AP controls at all, aside from wobble mode 'FA-off'. And ED devotees do get creative with FA-off.. it's just not much to play with tho is it, compared to the range of most-basic AP functions a high-performance futuristic ship would have?

And this is the point - flight in ED is a chore because it's constrained to one particular singular player function with precious little room for creativity, spontaneity, tactics, skill or inspiration.

Travel in ED forces the player through a narrowing cone of gaming options, where the previous games opened up emergent possibilities. There's just no getting away from it - 'spaceflight' (the axial premise of the whole game) in ED devolves to that interminable, intractable 'up a bit, left a bit' thumbscrew of a task. Mandatory. Because space is big?

Space was always big, but flight in FE2 and FFE is creative, fun and engaging. That's the standard for Elite.

Did you check out the flyable demo before buying ?, I did because I'm really picky about FM's I think ED is the bee's knee's.
 
Get ready for the exploration white knights to attack you. There's a slightly deranged segment of the community who take great pride in pressing J for hours and actually believe the manual jumping system adds prestige to exploration. You have touched on a taboo subject. You will in all likelihood get a large number of snide replies from very dense "explorers". Its how they convince themselves they didn't waste hours of their life watching the same repetitive loading screen, regardless of the fact you don't actually discover anything until you start scanning planets in SC.

You mean the Netflix white Knights? [big grin]
 
Bounder,
The issue with ED is - it is multiplayer-only. To have most of the things you describe (or almost any more "realistic" and fun travel mechanic) you need time acceleration, which is impossible in multiplayer. It seems that current travel mechanics are just one of many compromises they had to make for multiplayer to work...
 
So this is the one, big thing that drove me away from Elite at the end of 2016...the interstellar space travel mechanic! I have searched the forums with a bunch of terms to find the myriad of threads i thought must be here by now concerning the space travel grind, but i did not find a lot to be honest. There are a few suggestings here and there of how to improve it, but the majority of users don't seem to be too vocal about it. Quite contrary to the 'engineer' grind or the money grind and such.

So, i do get that the feeling of the vastness of space is desirable and that instant traveling would in all likely be detrimental to this. Thus it seems imperative that space travel takes time, a significant time when travesing the universe. But i don't feel in the slightest way that this means i should waste hours and hours of lifetime doing a repetitive minigame and looking at a loading screen. Not a new complaint, i know.

So why does my 34th centuray spacecraft have no autopilot where i punch in the star system i want to go to and then the entire jump, fuel scoop mini-game is repeated hundreds of times automatically? In real life, no way in hell we'd be doing this ourselves. We'd be watching movies in the ships launch, playing games, sleeping, cooking food, whatever. But the actual driving would be done by the computer. It'll be way more save anyway!

The system i would like to see would (optionally) automate the entire hyperspace travel mechanic with the player being able to logoff and quit Elite. The travel would still take 10, 15, 30 hours like now if you force yourself to bruteforce your way to the galagtic core or even further.

I, for instance, would love to go out to the Formidine Rift and experience the little audio stories at those abandoned settlements. But i cannot justify to myself sitting 3,5,8 hours infront of the screen playing this mini game over and over again. You, Mr. Braben, are responsible for probably millions of hours of precious game time that got wasted on a very poor game design choice! Even worse, most of the content that is in the game is dependent on people using the game mechanic, hence it is kinda locked away behind that grindy mechanic.

Anyway, what are your thoughts in this topic? Do you actually feel enjoyment when doing dozens or hundreds of jumps in one session, and doing it sometimes multiple days in a row?

Do you feel the hurt of it is necessary to have this 'space is vast and empty' feeling? Would this get lost if the process was automated and happing while we are not playing Elite? The mechanic exists for ship and module transfer already, why not for traveling also?

I know this is a pretty negative OP but it comes from frustration of having to make a very tough choice....let Elite rest or waste tons of hours on a very bad game design decision.

Take it or leave it I guess.
 
The argument that 500 cycles of jump-turn-jump-turn... to get somewhere far away is tedious is the WHOLE point, it gives the galaxy a sense of size - also long distance travel is dull. The argument that "if you don't want to do it don't" is valid, because you don't have to travel long distances to play elite - you can do everything within a small cluster of systems single jumps apart. Plus what are you going to do while the autopilot is flying your ship? You'd miss pressing J and turning after a while...

Sure it could be made more interesting - random events for you to deal with (& not just ending up frying between binary pairs), but I don't think an autopilot is the way to go...

This is quite right. My pilot hasn’t made it out to Colonia yet, or anywhere very far outside the bubble, because getting there is boring. Some commanders are cut out for the trip — mine doesn’t seem to be. But if I could just push a button and be on the other side of the galaxy, things would feel very small.

Fleet carriers may change things. Who knows?

But this thread is funny in another way. The same people who are outraged that travel is too safe would be quite outraged if it were more dangerous than it currently is and that loss of concentration in a hyper jump could result in the loss of a ship.
 
This is quite right. My pilot hasn’t made it out to Colonia yet, or anywhere very far outside the bubble, because getting there is boring. Some commanders are cut out for the trip — mine doesn’t seem to be. But if I could just push a button and be on the other side of the galaxy, things would feel very small.

Fleet carriers may change things. Who knows?

But this thread is funny in another way. The same people who are outraged that travel is too safe would be quite outraged if it were more dangerous than it currently is and that loss of concentration in a hyper jump could result in the loss of a ship.

There's no win on this topic no matter what gets iterated, like many Elite topics. One CMDR's integral feature is another's most hated grindstone or wall. Too many people expecting too many diverging experiences from the game, in terms of travel especially.

Personally I'm of the mindset that long-distance travel should be an enduro run, even though it's not really my thing. Finally did the Palin run and it was not my favourite time of the game, though I didn't feel I wanted to tear out my eyes or anything that dramatic. I saw some neat systems and almost cooked myself to death jumping inbetween close binary stars but other than that Ima stay in the bubble where more things exist for my playstyle and travel preferences. If there's something out there that's too far for me travel-wise, IDW shrink the galaxy in various ways so that I can then experience it; that feels like a really cheap "solution" to imo a pebcak issue.

There are new explo mechanics on the way, so they may inject some draw to the deep black for me, but this also dovetails with my additive development ideas about most areas of Elite. I don't want to automate, edit, or speed up Elite as much as I want there to be more to do in those "downtime" phases of the game. Like Supercruise, I'd rather there were more available activities and active-input decisions instead of just making it work faster or by itself.

There's a line between wasting the galaxy because it's so big that it's tedious to get anywhere really far, and wasting it by shrinking it to a bunch of easily-accessible locations with excessive fast-tracking. IDK where the good breakpoint is between these two wastes, however.
 
There's no win on this topic no matter what gets iterated, like many Elite topics. One CMDR's integral feature is another's most hated grindstone or wall. Too many people expecting too many diverging experiences from the game, in terms of travel especially.

Personally I'm of the mindset that long-distance travel should be an enduro run, even though it's not really my thing. Finally did the Palin run and it was not my favourite time of the game, though I didn't feel I wanted to tear out my eyes or anything that dramatic. I saw some neat systems and almost cooked myself to death jumping inbetween close binary stars but other than that Ima stay in the bubble where more things exist for my playstyle and travel preferences. If there's something out there that's too far for me travel-wise, IDW shrink the galaxy in various ways so that I can then experience it; that feels like a really cheap "solution" to imo a pebcak issue.

There are new explo mechanics on the way, so they may inject some draw to the deep black for me, but this also dovetails with my additive development ideas about most areas of Elite. I don't want to automate, edit, or speed up Elite as much as I want there to be more to do in those "downtime" phases of the game. Like Supercruise, I'd rather there were more available activities and active-input decisions instead of just making it work faster or by itself.

There's a line between wasting the galaxy because it's so big that it's tedious to get anywhere really far, and wasting it by shrinking it to a bunch of easily-accessible locations with excessive fast-tracking. IDK where the good breakpoint is between these two wastes, however.

I guess some people have a Fear of Missing Out — is there a party at Beagle Point? A rave in Colonia? A convention at Sag A? But the truth is that all the basic game mechanics are available without doing more than about 3 jumps. If you want the sense of achievement of making a long trip then the game lets you have that. If you want to find a trading route or someone to hunt down or anything like that, then no one is forcing you to make a long trip. Hyperspace jumps are mostly safe, except when you really aren’t paying attention.

Instant travel anywhere would simply make no region special at all. That’s the truth. There’s nothing different enough about Colonia at any level other than the fact that it takes an act of will to get there. Unless that’s where all the narrative content is and no one is telling us..... ;-)

It’s not my favourite mechanic in the game — but I think it is really as good as it could be. I struggle to see how to make it better.

One day, I might make it to Beagle point. The multiplayer would have to be a bit better for me to want to do that, because I’d want to do it as part of an expedition. But until then — well. It’s just an item on the Bucket List.

The Palin run I dreaded. But actually, like mining fornone of the others, it encouraged me to appreciate new aspects of the game, even if they aren’t ones that have kept my interest long term.
 
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What the hell would you know, you haven't played the game since 2.1 dropped, you are totally irrelevant to any discussions on the current status of the game :D

I can confirm that exploration is still screenshots, honks and pressing <input for hyperjump>. He's relevant now.
 
I am a combat oriented player. Prior to engineers I did the Robigo slave missions because I finally had a activity that had a risk / reward / excitement factor and it was really only the non combat activity that hooked me in. Two months later however and a few thousand jumps later I was burnt out to the point where I walked away for two years. I've come back the past three months and I enjoy myself immensely, but I learned my lessons and I stay away from what drives me away from the game. Hyper-Jumping. After doing this for extended periods of time you start to realize that the majority of your play time becomes loading screens and it puts me into a mental disconnect mode where I just ask myself what the hell I'm putting myself through.

I avoid what is my grind and I do the things I like, I haven't left my home system for over a month and I haven't been happier. Bounty hunting and cz massacre missions keep me entertained. Ill have to jump out eventually for engineers etc but I don't mind a break. I've always wanted to go exploring and trading and to expand my game-play loop in elite but when I start jumping and traveling it gets old for me super fast. I also feel like if there were no time penalty to travel the game would get shallow quick as instant gratification in what you want to do might make what you want to do burn out quicker and then there's nothing left and you leave for something else for awhile. Its a tough call because its a different vibe for everyone, and ultimately it sets / adds to the pace of the game and makes things a serious consideration, anything involving travel becomes a commitment to your time and you have to accept the fact that the majority of your play session becomes it. I don't have much time to play anymore a few hours a week at this point, but I'm not committing a entire nights worth of play session to just getting to where I want to go to try new things and the reality is I spend my night watching loading animations.

Not sure what the solution is, because I realize this mechanic adds weight and consequence to the game and for people with more time, or who don't mind the way the mechanic is implemented makes going somewhere far a milestone, it took you effort and devotion to cross great distances and that's part of what adds to the scale of ed for me. So as much as I want to say, anything to speed up the travel process would be good (For me), I balk and think maybe if they did though, it would throw off the balance for what content and pacing the game has and it would be less than the sum of its parts than it is now. Just some ramblings on the subject I wanted to share because it is a thing that can turn me off completely from the game. Respect for Explorer's, I read about the passion and the fun involved in it, and I fantasize about being able to unlock Palin, travel 25k lys and spend 3 months in the black, but when I think about the number of jumps and loading screens and time that entails, It destroys any motivation I build up for it.
 
I’m very tempted to record and upload some video of the proof of concept screen scrape and pixel processing I did a few months back to determine the feasibility of writing and autopilot bot for long haul linked jumps. The decision tree for this is ridiculously simple, which is unsurprising since we all agree it is a mindless, mind numbing process. (Even those who defend the boring repetition don’t try to say it isn’t boring and repetitive, but rather just state it’s a feature of the game that separates the casuals from the dedicated players.)

Anyhow, the pixel processing was pretty easy to optimize for this, and easily handles ten cycles a second for a 1600x900 window. (Why wide screen? To force certain UI features to occupy specific relative screen real estate.) I’ve not bothered to code up the underlying state machine that would drive the ship because that would take a good bit more coding and tweaking than is worth while, because the end result is simply additional credits, upgrades, and ships, and I’ve already got enough of those already.

In short: the idea of reducing the boredom burden to get more resources to play with isn’t enough of a temptation given that I jump in every couple of months, play for a day, get bored and go back to other games or projects that are worth the investment of time.

But let me sketch it out for you. This would use vJoy or similar to have an API controlled virtual joystick:

1. Jump into a system and you are facing the sun. At 1/4 throttle dive away until the greenish horizon line appears.

2. Use a “sensor square” of screen above the scoop/info test on the screen and any upper cockpit features. Some ships might have a cockpit support or roof bit that is in the way. But most ships have a clear upper area of the screen in which to align the curve of the green horizon line.

3. With the star off screen above the ship and the horizon line aligned in the sensor square, set 3/4 throttle.

4. If no fuel scoop UI element appears in 10 seconds you can go to #6.

5. Watch the heat bar pixels until they reach about 85%.

6. Dive to peel away from the sun. Turn for about four second and then just cruise at full throttle for twenty seconds. Avoid any bright pixel density areas, which might be planets or companion stars.

7. (We would be continually finding and tracking the target heading indicator.). Analyze the target indicator and figure out the pip orientation. Turn to center the pip. If not present our route is complete, but trigger “next jump in route” and check for target to be sure.

8. As pip come to center find the nav taget reticle on the main area. Center that up. You’ve been flying away from the star for enough time that your heat should be < 40%.

9. Trigger jump, watch for completion, then prepare for jump exit and return to #1.

Exception handling: the interdiction tunnel is actually easy to detect, and *might* be easy to beat in a ship with good handling. But it is probably safer to submit, then boost boost jump rather than risk an interdiction that rams you into a horizon or fails and results in a long cooldown.

The only other serious problem is pulsars, that simply require alternate pixel detection. Just avoid if detected and jump asap.

Travel outside of inhabited space would be nearly risk free using such automation.

I consider botting of games to be a demonstration of how poorly designed a game is: it is a kind of reverse Turing test. If a game mechanic can be easily botted then it is not truly engaging to an educated human mind, and consequently *should* be automated.

That FDEV wishes to insist upon certain behaviors in direct opposition to how reality works is fighting against progress. In twenty years there will be self-driving cars on the road. Whether or not *you* want to pilot said car or not is your choice, but the option to let the computer drive will be *assumed*. Automakers that only make human-control cars will exist, but they will be niche and specialty cars. And this is a computational problem that is several orders of magnitude harder than piloting a starship when there is literally thousands of KM of open space between a ship and the nearest hazard.

The decision is artificial (as in: it doesn’t make any sense in a game that mostly cleaves to hard science as best it can) and ultimately self-defeating. More competitors for this genre will appear, and ED isn’t doing a lot to attract and retain players over the long term. Those of you that love mindless repetition will stay, the rest will go elsewhere until such time that ED offers an experience with the time.

Because ultimately people are willing to play a game with hugely long wait timers as long as they aren’t tied to the chair to wiggle a joystick and push a button every minute or two. Witness games like Fallout Shelter, where a quest often has a multi hour wait timer for your team to arrive. People will play it because they can start a quest action, pocket their phone, the enjoy the little quest later in the day at their leisure. It isn’t necessary for them to tap the screen every two minutes, and it would be deadly boring if it was.

ED doesn’t need insta travel, and no-one is proposing that. But it does need an alleviation of the soul crushing boredom of *having* to steer a ship in order to enjoy the small moments of excitement at the ends of the trip.

I predict ED will eventually bow to reality. But it will only be when enough players have wandered away in search of enjoyment elsewhere.
 
I predict ED will eventually bow to reality. But it will only be when enough players have wandered away in search of enjoyment elsewhere.

4 years in.
Millions of systems visited.
The furthest reaches of the galaxy being continually explored and the boundaries pushed every further back.

I predict FDev will stick with their core concept and not change it based on a few people having a temper tantrum about not being able to leave their computer logged in overnight and fly halfway across the galaxy.
 
Cos pointing your ship in a certain direction and pressing J is just like real space travel, right? And great ‘gameplay’, obs.

;)
 
4 years in.
Millions of systems visited.
The furthest reaches of the galaxy being continually explored and the boundaries pushed every further back.

I predict FDev will stick with their core concept and not change it based on a few people having a temper tantrum about not being able to leave their computer logged in overnight and fly halfway across the galaxy.

I’d love to actually bet you $100 that FDEV will change their stance on this in the next five years. Because the “few people having a temper tantrum” is really some people caring enough to want to see the game worth playing in the long term for a decent sized player base. However, most people just quit playing without bothering to explain why they quit.

My prediction remains: as the player base drifts away the FDEV team will change their vision for the game.

Or, if you prefer, it will dwindle away like Asheron’s Call, or Dark Age of Camelot, or innumerable other MMOs that failed to find the game balance that would keep customers returning.

But it seems you prefer the ED wither away as an example of marathon mindless repetition.

(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”?)
 
Nope. It's not fun and I can't accept it. That's why i'll probably never be able to engineer G5 DD.
 
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