edit: my wrong answer follows:
I think the Cobra. It might be the Viper, but I took my Cobra for a spin before I sold it....and my gut tells me it's the Cobra.
The only people who would touch it are those who can't afford a cobra or vulture, which is a really awkward subset of players because the cobra is cheaper and you'll probably able to afford a vulture via community goal payout before you reach the necessay Empire rank to buy the thing.
I'm honestly surprised valuable development time would be expended towards developing such a ship.
@Tube
For realspace speed, the cobra can reach the fastest speeds.
For ftl jumps, the anaconda has the greatest jump range.
The only people who would touch it are those who can't afford a cobra or vulture, which is a really awkward subset of players because the cobra is cheaper and you'll probably able to afford a vulture via community goal payout before you reach the necessay Empire rank to buy the thing.
I'm honestly surprised valuable development time would be expended towards developing such a ship.
Yeah, the Empire rank thing would make the low price point in my theory fairly pointless. I would've touched it, though. I'll probably get a bounty for saying this, but I could never bring myself to love the Cobra (I make no practical complaints, mind you), and the fuel tank/FSD on the Viper was just excruciating.
I suspected it might be the Clipper. Such a nice ship to fly. Unfortunately, there aren't many situations where ships have a reference point to feel fast.
The only people who would touch it are those who can't afford a cobra or vulture, which is a really awkward subset of players because the cobra is cheaper and you'll probably able to afford a vulture via community goal payout before you reach the necessay Empire rank to buy the thing.
I'm honestly surprised valuable development time would be expended towards developing such a ship.
Which is why I think we're missing some information about it. They must have had a goal in mind, we just don't know what it is yet.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
What if there courier can plot two jumps in sequence and you only spend a fraction of the time in real space.
Halved cool down, if you will.
This is just my favorite theory hands-down. No FSD safety cooldown ever because one of them is already cooled down. For long distance travelling it's not THAT much faster because you still have to fuel scoop, and you can still be interdicted and mass-locked, but....that would be pretty damn cool.
3DS: 4098-4243-6127
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
My theory is that the courier is going to be much like the dropship. It's in the game but the gameplay that it's really designed for isn't in yet. I get the feeling that once NPC passengers and the missions to support them are fully in place these ships will offer some cool opportunities. Until then they are just kind of waiting on the sidelines with no clear use. But one day perhaps we will be running Federal special operations units on covert insertions and flying Imperial dignitaries on time sensitive diplomatic missions.
A Clipper and Cobra both have oversized engines for their tonnage, which allows them to go faster than advertised. There is a bonus to speed based on the percentage under optimal your tonnage is.
"Fastest" is difficult to quantify because there's standard speed, boosting speed, and the fact that you can throw pips to engines. The Cobra, though, has oversized engines and a big powerplant. It can essentially 'cruise' at boost speed, and easily exceeds the advertised 400 boost speed. With 4 pips you can sustain 420+ in a Cobra.
My theory is that the courier is going to be much like the dropship. It's in the game but the gameplay that it's really designed for isn't in yet. I get the feeling that once NPC passengers and the missions to support them are fully in place these ships will offer some cool opportunities. Until then they are just kind of waiting on the sidelines with no clear use. But one day perhaps we will be running Federal special operations units on covert insertions and flying Imperial dignitaries on time sensitive diplomatic missions.
Speaking of passenger missions, it would be really nice to be able to charter a taxi service to hop to your stored ships as well.
I read that and all I see is "kidnap people and dump them into Sagittarius A*"
Well see, I had some thoughts about that.
I figured that as the player NEEDING the taxi service, your end of it would be basically seamless. Pick the place you want to go, perhaps see some pricing options based on your carrier's speed & jump capabilities, accept one, pay the fee, and take a fully automated ride, maybe even a shortened transition of some sort. If you wanted it to be a cutscene or even instant transition, I wouldn't argue. Crossing hundreds of LY of civilized space is currently a time sink and the least interesting part of the game.
On the other end of things, your request would generate bulletin board missions in a global queue that could be accessed by anyone with passenger modules. Anyone could fulfill the request. Within a given timeframe, drivers would receive the payout for making the run, but say.. the first certain number of people to get there, accept the run from the bulletin board, and complete the run, would get a bonus. The passenger and pilot sides of it would be completely separate aside from the passenger request helping to populate the queue of missions available to the taxi pilots. That takes care of the waiting period for your taxi to arrive, and removes the ability for your player taxi driver to grief you.
If the ride on the passenger end is fully automated, what's the point of generating missions for players? It doesn't affect the outcome. Easier to just create those procedurally instead of linking them to players moving around via taxi.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I was making my way towards one of the CG last night, and noticed something odd - during one jump my heat level spiked and I started getting heat damage and the smoke effects from the cockpit etc. I am not sure why.
Also, got veeeeery close to running out of fuel which was scary - I had to jump blind to a system I didn't have a system map for....luckily there was a station.
If the ride on the passenger end is fully automated, what's the point of generating missions for players? It doesn't affect the outcome. Easier to just create those procedurally instead of linking them to players moving around via taxi.
Allow the procedural missions and make the player generated missions higher payout. The point isn't particularly for it to be realistic, it's just to help make taxi driving viable. If, as a player, you have to wait for someone else to drive you and you're open to being griefed, there's zero reason to catch a ride, you'll just buy a throwaway shuttle.
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That_GuyI don't wanna be that guyRegistered Userregular
I was making my way towards one of the CG last night, and noticed something odd - during one jump my heat level spiked and I started getting heat damage and the smoke effects from the cockpit etc. I am not sure why.
Also, got veeeeery close to running out of fuel which was scary - I had to jump blind to a system I didn't have a system map for....luckily there was a station.
If you initiate a jump while your engines are already running hot, they will start overheating while in flight.
As further allegedly alien artefacts from Soontill are being sold on the open market, the results of the initial scientific tests have been revealed. “We were looking for key markers,” explains Chief Xeno-Chemist Lyran Betar. “Elemental make up, crystalline structure, anything that indicates it could have originated from human hand.” The research team’s results state that no known human technology could have created the relics, yet they do not quite align with known Thargoid materials. Whatever they are, they are indeed very old, with isotopic dating indicating that they could well be tens of thousands of years old.
A company called TrackHat just started selling head tracking rigs that claim to be the cheapest complete tracking system on the market and are fully compatible with Elite.
I took a peek at their site, it's $30 for a sensor equipped hat and $20 for a bare clip that would go on a headset.
A company called TrackHat just started selling head tracking rigs that claim to be the cheapest complete tracking system on the market and are fully compatible with Elite.
I took a peek at their site, it's $30 for a sensor equipped hat and $20 for a bare clip that would go on a headset.
Yeah, $150 is a bit much for a glorified webcam these days. TrackIR is a great product, but it's time for the price to drop IMO.
Would be an even cheaper investment for me, my laptop webcam should be able to pick up the IR. I wouldn't even have to drop the ~$10 on a PS3 Eye or anything. I might have to get in on this.
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The harder the rain, honey, the sweeter the sun.
I think the Cobra. It might be the Viper, but I took my Cobra for a spin before I sold it....and my gut tells me it's the Cobra.
The only people who would touch it are those who can't afford a cobra or vulture, which is a really awkward subset of players because the cobra is cheaper and you'll probably able to afford a vulture via community goal payout before you reach the necessay Empire rank to buy the thing.
I'm honestly surprised valuable development time would be expended towards developing such a ship.
@Tube
For realspace speed, the cobra can reach the fastest speeds.
For ftl jumps, the anaconda has the greatest jump range.
Armchair: 4098-3704-2012
Pls
Stahp
Armchair: 4098-3704-2012
Yeah, the Empire rank thing would make the low price point in my theory fairly pointless. I would've touched it, though. I'll probably get a bounty for saying this, but I could never bring myself to love the Cobra (I make no practical complaints, mind you), and the fuel tank/FSD on the Viper was just excruciating.
This is what I thought, but MuddBudd would appear to be correct:
https://forums.frontier.co.uk/showthread.php?t=107823
Which is why I think we're missing some information about it. They must have had a goal in mind, we just don't know what it is yet.
The harder the rain, honey, the sweeter the sun.
A thread where people report faster speeds for the cobra than the Clipper???
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
My bad. I stopped reading shortly after seeing 440 I never got anything like that in my Cobra, but of course--I never optimized for it.
Halved cool down, if you will.
This is just my favorite theory hands-down. No FSD safety cooldown ever because one of them is already cooled down. For long distance travelling it's not THAT much faster because you still have to fuel scoop, and you can still be interdicted and mass-locked, but....that would be pretty damn cool.
http://elite-dangerous.wikia.com/wiki/Ships
normal speed: 320, boost 380
clipper's normal speed is 300, boost 380
B.net: Kusanku
Especially with a patch coming, you never know.
The harder the rain, honey, the sweeter the sun.
Speaking of passenger missions, it would be really nice to be able to charter a taxi service to hop to your stored ships as well.
Armchair: 4098-3704-2012
Taxi missions are content for passenger vessel driving players, though, which I think the game will need.
Armchair: 4098-3704-2012
Well see, I had some thoughts about that.
I figured that as the player NEEDING the taxi service, your end of it would be basically seamless. Pick the place you want to go, perhaps see some pricing options based on your carrier's speed & jump capabilities, accept one, pay the fee, and take a fully automated ride, maybe even a shortened transition of some sort. If you wanted it to be a cutscene or even instant transition, I wouldn't argue. Crossing hundreds of LY of civilized space is currently a time sink and the least interesting part of the game.
On the other end of things, your request would generate bulletin board missions in a global queue that could be accessed by anyone with passenger modules. Anyone could fulfill the request. Within a given timeframe, drivers would receive the payout for making the run, but say.. the first certain number of people to get there, accept the run from the bulletin board, and complete the run, would get a bonus. The passenger and pilot sides of it would be completely separate aside from the passenger request helping to populate the queue of missions available to the taxi pilots. That takes care of the waiting period for your taxi to arrive, and removes the ability for your player taxi driver to grief you.
The harder the rain, honey, the sweeter the sun.
Also, got veeeeery close to running out of fuel which was scary - I had to jump blind to a system I didn't have a system map for....luckily there was a station.
Allow the procedural missions and make the player generated missions higher payout. The point isn't particularly for it to be realistic, it's just to help make taxi driving viable. If, as a player, you have to wait for someone else to drive you and you're open to being griefed, there's zero reason to catch a ride, you'll just buy a throwaway shuttle.
If you initiate a jump while your engines are already running hot, they will start overheating while in flight.
Perhaps the ship has a comically oversized fuel tank and the majority of the vessel's mass is fuel.
Downgrading the fuel tank to something reasonable will decrease it's mass and improve jump range.
Armchair: 4098-3704-2012
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
I took a peek at their site, it's $30 for a sensor equipped hat and $20 for a bare clip that would go on a headset.
Yeah, $150 is a bit much for a glorified webcam these days. TrackIR is a great product, but it's time for the price to drop IMO.