I do know about bots. I use them on some games and cyptocurrency. I will say if autopilot added you open the door for players like me.
How? You don't need Frontier for that, it's already been created.
I do know about bots. I use them on some games and cyptocurrency. I will say if autopilot added you open the door for players like me.
So you automate the jumps 'cos doing more than about 10 in a row is really boring. Then you automate flying from the centre of the system outwards 'cos it's just meh (yeah mug this free 'Conda that, you know who you are!). Then you know avoiding interdiction is really tedious so that could be automatic, and so on and so on.
And autopilot just makes it easier for us. To code other aspects of the game.How? You don't need Frontier for that, it's already been created.
And autopilot just makes it easier for us. To code other aspects of the game.
We all agreed the time investment should be there, and that autopilot should be slower than doing it manually. So if you commit, then you will travel, unless cancelled or otherwise interrupted. The game is basically telling you "you will reach your destination in X hours" and you still need something to do - or stop playing. It's just the tedium that is removed.
Maybe we could have an automatic credit-generator too?
Leave the game running and it just gives you, say, Cr30m per hour?
Anybody who's in favour of an autopilot care to explain why this isn't also acceptable?
Well, they're different things. Having a computer make jumps for you until you need to refuel is far removed from just having the game toss 30M credits per hour into your account. Now if we had mechanics to support passive income, like having to build and maintain a trade empire like the X series or planetary exploitation like Eve, then we can talk about the idea and how to balance it. Of course, we can keep spiraling down the slippery slope, making absurd arguments instead of productive ones along the way, to keep in overall theme of the forum too.
Well, yes.
To ask for something that will remove the effort required to achieve things certainly is absurd.
Firstly, I guess you have to define what people are asking for; presumably either in-system autopilots or inter-system autopilots.
As for an unlimited inter-system autopilot that would, effectively, allow you to get to Beagle point just by plotting a course and then leaving the game alone for a couple of days...
Whatever, I guess you didn't read anything I've written beyond your first reply to me. I'm not explaining it again, but know you're off base in your replies to me because I didn't ask for unlimited, I didn't ask for effort less, I didn't ask for anything crazy. There is no effort in travel already. Just forget it man, for christ sake, pointless to argue with someone who is responding to things you didn't say and isn't interesting in any nuance beyond the OP I didn't agree to.
Well, they're different things. Having a computer make jumps for you until you need to refuel is far removed from just having the game toss 30M credits per hour into your account. Now if we had mechanics to support passive income, like having to build and maintain a trade empire like the X series or planetary exploitation like Eve, then we can talk about the idea and how to balance it. Of course, we can keep spiraling down the slippery slope, making absurd arguments instead of productive ones along the way, to keep in overall theme of the forum too.
I think I already told you how far you can get without refueling.
In that case, I guess I was wasting my time writing a big, long, post offering a variety of alternatives as a means of indulging in discussion.
How I see it. It caters to bot programmer that would make credits for them. In one of the MMO'S I have played I would run 3 games at the same time. One bot farmed food and another bot cooked while the last bot would kill NPC and farm for ore. All basic info.Well, they're different things. Having a computer make jumps for you until you need to refuel is far removed from just having the game toss 30M credits per hour into your account. Now if we had mechanics to support passive income, like having to build and maintain a trade empire like the X series or planetary exploitation like Eve, then we can talk about the idea and how to balance it. Of course, we can keep spiraling down the slippery slope, making absurd arguments instead of productive ones along the way, to keep in overall theme of the forum too.
Why not make it like the SLF pilot! you need a crew, you need to pay them, they can perform basic tasks, like jumping from star to star.
There are no skill needed to jump from star to star, only a sadomasochistic itch that need to be scratched, there are no bonuses or advances towards other players, just like the DC, you can use it or not, I've lost some ships due to DC freaked out, but I still like the feature.
No one can honestly say jumping 800 times is fun, and it's time we make this game more interesting in it's core gameplay.
Exploration is about finding interesting places, not about smashing the jump button 800 times! I would say keep the travelling time, however give the player an option to hire an NPC helmsman to make all these boring jumps.
Do I want a autopilot. Only if they can stop the bots. If not no I do not want bots
How do you explore systems when the autopilot is jumping all the way? Exploration is not: going somewhere as fast as fast as possible. Its lookin for interesting places. And its part of the core gameplay.
Well I respectfully disagree. With all the proposals here, noone mentioned "fast travel", "jumpgates" etc. We all agreed the time investment should be there, and that autopilot should be slower than doing it manually. So if you commit, then you will travel, unless cancelled or otherwise interrupted. The game is basically telling you "you will reach your destination in X hours" and you still need something to do - or stop playing. It's just the tedium that is removed. I will always side with user convenience instead of realism / lore / whatever you throw at me, because for me, gameplay (in other words: having fun) is the most important thing when playing video games, an entertainment form.
If you consider that, an "offline" autopilot is perfectly viable. To keep things interesting, I also suggested that the autopilot / npc crew have a random failure chance. I very much like the idea of having a trained NPC crew "level". As for "things to do" - again, distinguish travel from exploration. While travelling I won't launch probes or survey nearby moons - I want to get from A to B, not admire flowers on the side of the road...
In VR it is IMHO even more tiresome. You have this sweaty facehugger on your head, nothing to do but repeating the same thing, over and over again, thousand times... It's almost like a medieval torture. Getting more busywork into this workflow won't help, really. Unless the game is fundamentally changed, that is (think X-Rebirth fleet management and trading for example) and allows more interactions on long range travel. Still I would need someone/something to continue firing "the jump-fuel-align-jump" macro while I'm moving my fleet around.
Oh, I hate audiobooks. Never was a fan, I prefer to read. I cannot focus on a incorporeal voice reading a story unless it's a movie narration. And in my humble opinion if you have to resort to that in a video game, there's something wrong with the game in the first place (game - a form of interactive entertainment).
The problem is you are so narrow minded. It funny. I'm looking at current bots. If autopilot added People who controls bots has one less thing they have to worry about and they can work on other parts of the bot programs. But you don't see this as a issue.You do realise that you're championing for wrong tool? The presence or absence of autopilot shouldn't have anything to do with bots. Also, if one is determined enough and has programming experience and time to pour into the project, it will be written anyway. 3rd party autopilot has been done already, a few times if I recall. I still would love to see it included in the game though.