...you start buying Sidewinders at starports you wanna remember, just so you can use the ship icon on the galaxy map as MacGyvered bookmark.
...you start buying Sidewinders at starports you wanna remember, just so you can use the ship icon on the galaxy map as MacGyvered bookmark.
haha, that's a great idea.
system bookmarks are already planned and confirmed. i expect them with 1.3.
...you start buying Sidewinders at starports you wanna remember, just so you can use the ship icon on the galaxy map as MacGyvered bookmark.
i started doing this finally after holding out until last night sick of it, really. A bookmark system and a menu in the hud to quick select destinations you go to often that are further than 20ly. I mean you can set a destination from the galaxy map but not in the menu?? unless I missed something. also price checking nearby stations without having to dock and manually write down the prices. I mean I can communicate with my mate 400+ ly away while he explores but I can't call a station in the same system to get a price check on that item please....
price checking should not be considered an exploit...
and we need bookmarks.
I think the lack of price checking is more for gameplay reasons as opposed to realism. If you consider the alternative it basically becomes a game of whack-a-mole: click to check prices, don't like them, click another ad infinitum which in itself is very boring. If you take your idea to it's logical conclusion then the game should just tell us what to buy, where from and where to sell it (removing all risk). In this case they might as well remove trading.
No interstellar communications? A little weird. I get that the game isn't really finished and important parts of it are still to be developed, but no empire worth its name wouldn't be able to communicate at least at the sector level. The maps already show the rough distribution of trade routes. The 'realism' is actually what is missing.
Besides. Interdiction looks like it's going to be an ongoing risk no matter where you are, and if they are smart, human pirates could check the prices too to see where differentials are likely to bring traffic.
It's not really about realism it's about gameplay. FD have to make decisions where something might appear illogical to ensure an enjoyable game, developers have to do this all the time. If you want a perfectly realistic simulator than walk out your front door. But in saying that you could easily postulate that long range communications are not possible because radio signals cannot travel faster than light, your ship can because the FSD is a technology that can bend space.
Other changes such as bookmarks (which are on their way) do not detrimentally affect gameplay and are just a quality of life improvement.
With regards to interdiction. I am a trader by profession and have never been a pirate but it would occur to me that it would be easy to find a good place to ply your trade. I would find a busy trading station in heavily populated space via the traffic report, work out the likely destination of expensive cargo, and then sit at the jump exit point. I avoid all this by trading in less populated space.
It's not really about realism it's about gameplay. FD have to make decisions where something might appear illogical to ensure an enjoyable game, developers have to do this all the time. If you want a perfectly realistic simulator than walk out your front door. But in saying that you could easily postulate that long range communications are not possible because radio signals cannot travel faster than light, your ship can because the FSD is a technology that can bend space.
I'm not going to argue about realism except that an interstellar empire would have some sort of reliable means of communication. Not sup-space a la Star Trek, but any mail service, empire ships, even data delivered automatically via player ships on moving from station to station (we can already purchase system and trade data). Obviously your point about lightspeed is well made. It is probably a good argument for keeping the empires somewhat balkanized and somewhat fragile with competing factions always trying to dominate their little systems.
As someone who likes to bounty hunt, I already have a few systems where pickings are pretty good. I do not pirate. I have done a little trading and learned very quickly to stay away from some systems, but if the markets are really dynamic those no-go zones will change over time so market knowledge will be important.
By less populated space, you don't necessarily mean anarchy systems do you? Just systems less frequented by others.
I fail to see how noting prices on a notebook will make the game more enjoyable. Beside any real trader use out of game tools to record store compare and share prices. Which kind of leaves you the option to either braze EULA or take a pen and write down prices. And also spend enormous amounts of time just traveling between systems or inside the systems between various stations.
This does not look like a sensible gameplay to me. I just don't see how this adds to the quality of the game. Instead it just adds to mindless time spend in grinding. Which is the death of any game.
The word 'enjoyable' is the most questionable in your quote.