You know ED's galaxy map needs a bookmark system when...

...you start buying Sidewinders at starports you wanna remember, just so you can use the ship icon on the galaxy map as MacGyvered bookmark.


Absolutely. Bookmarks with notes would be awesome. I've only gone around 50 light years in a circle around LHS 3447 and the paper-pen thing gets to be too much. Clickable bookmarks (same principle as EVE, where you have a potentially unlimited number and type of bookmarks along with a descriptive name).

Think of it as being a proper Commanders' Log.
 
when i was trading i really missed the ability to quickly plot my course al the way to the station and back again.
when i was exploring i really wanted to have a better overlook at what the shortest way around the systems planets and plot a course so i could scan them. and then continue along the course i made in the galaxy map. Hopefully it would also be saved... cuz the game do crash more than id like, haha
 
bookmark system and station comm's

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.
 
Using a sledgehammer to crack a nut right now.

I tell VA to target a system I go to regularly. It opens the galaxy map, selects the navigation tab then the text entry box, enters the name of the system then hits the arrow to find it. The script is below, just replace the X with the text of the system name. add in as many extra "Press X key and hold for 0.1 seconds and release" and "Pause 0.1 seconds" as you need for the whole name.

You may also need to change the mouse coordinates to suit your screen res. Mine is 1920x1080

Press M key and hold for 0.1 seconds and release
Pause 2 seconds
Move mouse cursor to (152,139)
Click left mouse button
Pause 1 second
Move mouse cursor to (301,244)
Click left mouse button
Pause 1 second
Press X key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press X key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press X key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press X key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press X key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press X key and hold for 0.1 seconds and release
Move mouse cursor to (405,246)
Click left mouse button

Seems to work quite well and allows me to find the system so I just have to click on the path icon to plot the course. It's a PITA setting it up but now I just say "fly to wolf" and it will target Wolf 359 for example. If you can't pronounce the names, either give it a code name like "fitting shop" for the best place to get upgrades etc, or if it's something like LKW-2 B3-4 then give it a name like "B 34".

Hope this script helps some of you until we can get something in game to do it.
 

Deleted member 37733

D
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.
 
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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.
 
I would also like a better route planner with more option, such as going by a system with a station before I run out of fuel ^^ instead of having to look into the galaxy map manually :p
 

Deleted member 37733

D
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.
 
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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.

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.
 
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 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.
 
Would LOVE to be able to add bookmarks in the map, or even better a favorites list that I can select target locations from.
Also, in the meantime, great idea on buying sidewinders and leaving them around. :p

-Tidings
 

Deleted member 37733

D
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.

That's exactly the way I look at it. You can buy data because it's manually ferried back by pilots.

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.

If you're hunting player pirates (some of whom have absolutely huge bounties) then having a trading background will help. A good pirate thinks like a trader, a good bounty hunter thinks like a pirate.

Not anarchy, I trade a little way out from the starting area where player population starts to drop off pretty quick. NPC pirates are easy to evade and I'm yet to be interdicted by a Commander.
 

Deleted member 37733

D
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.

I don't know what to say to you...

Trading is grinding. I can't imagine driving a truck would be that enthralling either, it would be much more exciting being a bounty hunter or criminal. All online games have an element of grinding, it has served WoW pretty well over the last ten years. To counter the relative boredom compared to other professions in ED the monetary rewards are higher (I haven't tried mining).

If the game gave you all trade data it would just remove a layer of gameplay but you would still have to fly from A to B. I don't see the point of that it would make it even more robotic, you might as well add autopilot. Of course if you have a realistic awesome idea to add complexity and fun to trading then FD would love to hear from you.
 
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