Woah! Anarchy systems are like Dangerous now dudes.

Just had my butt handed to me in Maia by two Vultures. Earlier while in SOL i got attacked by three Eagles, the cops turned up and quickly dealt with them. So i guess if i wanna stay safe i better stick to systems with good security. I'm in an unarmed asp see. I might have to get some guns.

I like this new dangerous space.
 
I for one am extremely glad to hear this. Having a clear difference between hi-sec and low-sec space is something I and many others have been wanting for a very long time.
 
I for one am extremely glad to hear this. Having a clear difference between hi-sec and low-sec space is something I and many others have been wanting for a very long time.

Yep. It means we gotta actually plan a route rather than just take whatever the computer chooses.
 
I like this new system - it's the way it should have been from day one. There are very dangerous people out there. But you'll generally only meet them if you choose to move in their circles.
 
And Scoopable stars
You can achieve this to some extent by choosing star class in the galaxy map and make sure only 0,b,a,f,g,k,m types are selected. If you let the computer map a route for you, the hops that are "empty" are hops to non-scoopable stars.
 
I have been hoping for this for months. At last a reason to actually plan your route. Security status having a meaning
Yes, this is a good idea. But firstly, the built-in route planner should be able to take the security of systems as a parameter for trip calculations.
I really do not want to plan my routes manually, it is really boring.
 
Yes, this is a good idea. But firstly, the built-in route planner should be able to take the security of systems as a parameter for trip calculations.
I really do not want to plan my routes manually, it is really boring.

Yet, if you get your way, you deny other players from planning their routes for better chance of success, which is valid gameplay, which encourages thinking before acting.
On the plus side, your flight won't be so boring if you encounter a lot of hostility.

Does sound like you want the game to play itself for yourself...so why even try to engage with it?
Games don't exist to cater for you, you have to play them to understand them and get rewards for having done so.

Common ground would be the ability to place waypoints so things aren't so tiresome but done by the player, not by anything else.
Player risks, maybe makes a bad decision, then bad things may happen.
Players that keep it safe and far less likely to die.
Should always be about player choice.
 
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Agree this is much better - I remember being shocked that I could just fly around wherever I liked in ED compared to original Elite.

I think this fact needs communicating to the player base though (especially new players who might not have played old Elite). Route planning also needs to take this into account.
 
Yet, if you get your way, you deny other players from planning their routes for better chance of success, which is valid gameplay, which encourages thinking before acting.
On the plus side, your flight won't be so boring if you encounter a lot of hostility.

Does sound like you want the game to play itself for yourself...so why even try to engage with it?
Games don't exist to cater for you, you have to play them to understand them and get rewards for having done so.

Common ground would be the ability to place waypoints so things aren't so tiresome but done by the player, not by anything else.
Player risks, maybe makes a bad decision, then bad things may happen.
Players that keep it safe and far less likely to die.
Should always be about player choice.

Waypoints are definitely a great idea, but on any significant journey it would be a lot of work to compose the entire route manually.

Another possibility would be to allow you to generate your route as normal using the existing automatic algorithms and then be able to drag points on the computed path away from or to stars you want to avoid/visit. You could swap between the various filters while doing it to achieve a route optimised for any particular purpose.

Dragging points on the path could either cause the remainder of the path to recalculate automatically or there could the more manual approach of adding/deleting waypoints (would need a path colour to show when a segment exceeded maximum jump range in that case so you could see where you needed to add one)

The options aren't mutually exclusive either, so you could please both groups of players (those that would prefer to plot their routes entirely manually and those who prefer as little involvement as possible) if you implemented both.

Most drawing packages have examples with spline/line editing.
 
Oddly enough, during my various missions yesterday, many hours of play, I was going between high sec, medium sec, and low sec systems a lot. All of my interdictions happened in the high sec systems.

I'm actually thinking that something fundamental is haywire. Some people can't seem to get interdicted even when trying to make it happen because they want the combat. Others are getting interdicted left and right while on no mission, in high sec systems, no bounties, etc.

People are posting such radically different experiences, there's got to be something messed up in the matchmaking and interdiction programming. Sure hope it gets fixed because this is madness.
 
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