- We will be adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- In addition we are making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- We’re also increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- We’ll be increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material
I decided to finally get back to the Pleiades Nebula to grab a meta-alloy to unlock the Farseer engineer. While I was there, I thought I would check out the barnacle in Merope, as I've never seen one.
Sure is pretty here.
Barnacles are dead, though. Damn humanity!
Still, I think the trip was worth it.
On the AI, the upper end of Dangerous and Deadly definitely got toned down. They can't get out of my firing arc at all (most of them don't even try anymore). But like I said before, eh, whatever. I'm trying not to let it get me down. I'll just pretend I became the best Python pilot in the galaxy overnight. :-p
I decided to finally get back to the Pleiades Nebula to grab a meta-alloy to unlock the Farseer engineer. While I was there, I thought I would check out the barnacle in Merope, as I've never seen one.
Sure is pretty here.
Barnacles are dead, though. Damn humanity!
Still, I think the trip was worth it.
On the AI, the upper end of Dangerous and Deadly definitely got toned down. They can't get out of my firing arc at all (most of them don't even try anymore). But like I said before, eh, whatever. I'm trying not to let it get me down. I'll just pretend I became the best Python pilot in the galaxy overnight. :-p
Now to make that return trip to the bubble!
Depends on ships and such still. I had a deadly FDS kick my ass in my FDL. He was hard to keep in my sights and if I tried to create distance he just started nailing me with railguns.
Wow I am still really unimpressed by the vulture. I've got 444mj of shields on it but it sure doesn't feel any more durable than a Cobra Mk3 with only 124mj to me. NPC anaconda tore through that like tissue paper and then destroyed all my subsystems in seconds so I was unable to escape and died. I think I'll go back to my Cobra.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
Been incommunicado for a week, but before I left I more or less perfected a system of pirating NPC ships which nets me a cool, crispy 5mn/hr.
I was occasionally making as much as 8m/hr in a Type-7, but I lost about six of them in as many hours of play. I went back to an Asp, which has been just peachy. More consistent.
It took a LOT of experimenting to figure out what works and what does not, and why. Sort've reluctant to post the methods publicly, as Frontier seems a bit happy with the ol' nerf hammer.
If anyone would like some pointers in the right directions, I would be happy to lead you away from blind alleys. Though of course the joy is in the journey: figuring out how to do the thing was a lot more interesting than doing the thing over and over.
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
"Hiding in plain sight." PSN/XBL: Marikir
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Wow I am still really unimpressed by the vulture. I've got 444mj of shields on it but it sure doesn't feel any more durable than a Cobra Mk3 with only 124mj to me. NPC anaconda tore through that like tissue paper and then destroyed all my subsystems in seconds so I was unable to escape and died. I think I'll go back to my Cobra.
The Vulture has insane maneuverability. You should be able to out turn anything.
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
Well, I started playing a few weeks ago and I'm pretty sure I know a few things that nobody else does.
Is the game friendly to new players? Absolutely not. It is extremely hostile and opaque. It wants you dead & in debt. For that reason, the majority of the not-exactly-enormous player base seems to stick to known methods & routes for making cash, or to head way out into totally uninhabited & uncharted territory - of which there is an embarrassing surfeit.
As far as I know all of the inhabited territory has somebody's stamp on it, but that doesn't necessarily mean that knowledge of what is there or how to make the best use of it has entered the public domain.
Wow I am still really unimpressed by the vulture. I've got 444mj of shields on it but it sure doesn't feel any more durable than a Cobra Mk3 with only 124mj to me. NPC anaconda tore through that like tissue paper and then destroyed all my subsystems in seconds so I was unable to escape and died. I think I'll go back to my Cobra.
The Vulture has insane maneuverability. You should be able to out turn anything.
Generally yes, though this elite anaconda was able to flip around remarkably fast and get a bead on me for a few moments here and there. That's all it took - poof! Shields down, ship wrecked. I just expected the thing to be much more durable than my Cobra. Honestly I don't have much trouble staying behind nearly anything in that even though it's technically rated much less maneuverable and it's more fun to fly.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
So... Space is big. Really really big. Check out http://ed-td.space/en/25/3D+Systems+Map for an idea of it. The bright dots? That's known space/"the bubble", and you've got some trails out to where people have gone exploring.
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
It's hard on new players, but not really in the way that you're thinking. It's not about how far ahead of you other players will be. The difficulty is in that the learning curve is pretty much a cliff. If you have flight sim experience (I see you have X3 in your signature right now) you'll probably be a lot better off than I was. The big thing is learning how to fly, at first. And your first ship is free and free to lose if you crash it. The tutorials also cover a lot of the basics.
From there, you have a few different main paths to making money. The idea being to get into a specialized ship for what you want to really do. Depending on how you want to approach the game, you can get in a great ship pretty early. You won't really be in direct competition with other players in most cases. PvP is very rare. I play exclusively in Open now and I've never had another player try to PvP.
So far as adding to the body of knowledge- there is still plenty to find. The big thing right now is engineers who can tweak your ships in interesting ways. There are a lot of different materials for doing this, and where to find them all is not 100% nailed down. We know that it's not really random; it's just that a lot of variables are at play at once. Much of it depends on the background simulation (BGS), that has a host of different factors. (as an example).
The "story" of the game is evolving as well. The way it seems to work is that the players must find or do something, and then the developers continue the storyline. For example, we found signs of alien life- the barnacles. Now the barnacles we've found are dead (because we killed them). New ones that are alive have been found. A famous traveling space station has just gone missing after trying to make a big jump, and I'm willing to bet it's out there waiting for players to find. Point of fact, there are subtle and not so subtle hints that get thrown out. There was just a tip not too long ago to go explore a certain area.
One of the cool things about the game is that to explore everything is literally impossible. The game is a 1:1 scale of the Milky Way Galaxy. One simply could not explore it all in a lifetime. So far as figuring out how and why things work, the community is pretty organized in that area. If you want to get involved, you can join several groups devoted to doing this. They have websites, google doc spreadsheets, that kind of thing to work out the nuts and bolts of the game.
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
So... Space is big. Really really big. Check out http://ed-td.space/en/25/3D+Systems+Map for an idea of it. The bright dots? That's known space/"the bubble", and you've got some trails out to where people have gone exploring.
A full broadside from an anaconda is going to wipe out any fighter in a few seconds. Cobra or vulture, doesn't matter.
The vulture is provably, mathematically better than the cobra in essentially every way except boost speed.
You're of course right. I just have no fun in the Vulture.
Edit - There is one other downside to the Vulture though - this thing's canopy is a huge target. However apparently I'm supposed to never take any hits because it's so maneuverable, though I'm not sure how to do that against ships with turrets or multiple ships. Flying with KBAM so, I'm probably just not able to be as good as others but it's what I got.
DarkMecha on
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
So... Space is big. Really really big. Check out http://ed-td.space/en/25/3D+Systems+Map for an idea of it. The bright dots? That's known space/"the bubble", and you've got some trails out to where people have gone exploring.
There's a shitload of galaxy out there.
Haha some dude wrote his name
If you're going to go graffiti, go as big as you can, I say.
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
It's hard on new players, but not really in the way that you're thinking. It's not about how far ahead of you other players will be. The difficulty is in that the learning curve is pretty much a cliff. If you have flight sim experience (I see you have X3 in your signature right now) you'll probably be a lot better off than I was. The big thing is learning how to fly, at first. And your first ship is free and free to lose if you crash it. The tutorials also cover a lot of the basics.
From there, you have a few different main paths to making money. The idea being to get into a specialized ship for what you want to really do. Depending on how you want to approach the game, you can get in a great ship pretty early. You won't really be in direct competition with other players in most cases. PvP is very rare. I play exclusively in Open now and I've never had another player try to PvP.
So far as adding to the body of knowledge- there is still plenty to find. The big thing right now is engineers who can tweak your ships in interesting ways. There are a lot of different materials for doing this, and where to find them all is not 100% nailed down. We know that it's not really random; it's just that a lot of variables are at play at once. Much of it depends on the background simulation (BGS), that has a host of different factors. (as an example).
The "story" of the game is evolving as well. The way it seems to work is that the players must find or do something, and then the developers continue the storyline. For example, we found signs of alien life- the barnacles. Now the barnacles we've found are dead (because we killed them). New ones that are alive have been found. A famous traveling space station has just gone missing after trying to make a big jump, and I'm willing to bet it's out there waiting for players to find. Point of fact, there are subtle and not so subtle hints that get thrown out. There was just a tip not too long ago to go explore a certain area.
One of the cool things about the game is that to explore everything is literally impossible. The game is a 1:1 scale of the Milky Way Galaxy. One simply could not explore it all in a lifetime. So far as figuring out how and why things work, the community is pretty organized in that area. If you want to get involved, you can join several groups devoted to doing this. They have websites, google doc spreadsheets, that kind of thing to work out the nuts and bolts of the game.
Hmmm.
The whole evolving storyline thing sounds pretty cool actually.
Seems like at the moment this is the big thing on the block in regards to Ship Sims and the recent flood of them that I've been playing (and am contemplating) has stoked that old fire.
I'll second that. GhostGiraffe is a hilarious one to check out.
Also I'm having fun using missiles to knock out drives on larger ships then pick them apart with cannons. I have a little trouble getting the shields down but other than that it's pretty effective.
DarkMecha on
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
So... Space is big. Really really big. Check out http://ed-td.space/en/25/3D+Systems+Map for an idea of it. The bright dots? That's known space/"the bubble", and you've got some trails out to where people have gone exploring.
There's a shitload of galaxy out there.
Haha some dude wrote his name
I was scrolling out, looking at the lines "hah, I bet someone could plan to do a dickbutt or write their name or... oh hey good job Sparneejuah"
I tried a bit of light NPC piracy for the Federation through their "Liberate blah" missions. Yeah, that's not for me. Targeting their modules with my beam laser would destroy their hull before the module got to 75% (so no crippling the ship's power plant), and seeker missiles were even more hilariously destructive.
Hatch breaker limpets are pretty neat, and work really well with their shields down. But they drop regular cargo when you do that, not mission specific cargo.
They will drop their mission specific cargo before they run when you get them to under like 40%. But the collector limpets... I don't even know WTF they are trying to do. They simply will not gather the mission materials. Even when I select the material in question and send the limpet suicide style, they blow up when they return but don't deliver the mission material (even when I'm pretty much stationary). I've mined for an ungodly number of hours so it's not like I don't know how to use collector limpets.
So they can stick those mission types directly in their ass. Harrumph.
Ships with mission cargo usually/always have other cargo as well.
Hatchbreakers make them drop a random selection from their cargo hold.
You can find out exactly what they are carrying with a cargo scanner.
Not sure what the issue you are having with collector limpets could be.
Ships with mission cargo usually/always have other cargo as well.
Hatchbreakers make them drop a random selection from their cargo hold.
You can find out exactly what they are carrying with a cargo scanner.
Not sure what the issue you are having with collector limpets could be.
You're right, of course. I'm doing something wrong here. I just got flustered when I failed two of these back to back because my load out is terrible for the job and my collector limpets didn't work the way I thought they should. I was thinking seeker missiles would be ideal for taking out modules, but they seem much more efficient at taking out hulls instead!
Steam and CFN: Enexemander
0
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Gimballed direct fire weapons are best for taking out sub-systems since they will correct for the targeted system.
I don't think there are any missiles which can pick stuff out from the hull.
Wow I am still really unimpressed by the vulture. I've got 444mj of shields on it but it sure doesn't feel any more durable than a Cobra Mk3 with only 124mj to me. NPC anaconda tore through that like tissue paper and then destroyed all my subsystems in seconds so I was unable to escape and died. I think I'll go back to my Cobra.
That sounds off, but you do have to move around (thrusters) in the Vulture to avoid fire.
I tried a bit of light NPC piracy for the Federation through their "Liberate blah" missions. Yeah, that's not for me. Targeting their modules with my beam laser would destroy their hull before the module got to 75% (so no crippling the ship's power plant), and seeker missiles were even more hilariously destructive.
Hatch breaker limpets are pretty neat, and work really well with their shields down. But they drop regular cargo when you do that, not mission specific cargo.
They will drop their mission specific cargo before they run when you get them to under like 40%. But the collector limpets... I don't even know WTF they are trying to do. They simply will not gather the mission materials. Even when I select the material in question and send the limpet suicide style, they blow up when they return but don't deliver the mission material (even when I'm pretty much stationary). I've mined for an ungodly number of hours so it's not like I don't know how to use collector limpets.
So they can stick those mission types directly in their ass. Harrumph.
Yes, point defense will blow them up, other ships hitting them can blow them up - also - make sure your items they are gathering aren't 'Data' or 'Materials'.
Wow I am still really unimpressed by the vulture. I've got 444mj of shields on it but it sure doesn't feel any more durable than a Cobra Mk3 with only 124mj to me. NPC anaconda tore through that like tissue paper and then destroyed all my subsystems in seconds so I was unable to escape and died. I think I'll go back to my Cobra.
That sounds off, but you do have to move around (thrusters) in the Vulture to avoid fire.
Yeah I guess expecting it to take multiple full broadsides point blank from a conda was expecting too much. I think it was elite or at least high ranked too. I was doing good sticking behind it for awhile but 2x C3 MCs (unmodded) wasn't getting through his shields anytime soon and eventually he flipped around super fast and pasted me. I escaped the first time that happened with like 60% hull but was stupid enough to go back and try again after my shields came back up.
DarkMecha on
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
I figured out the collector limpet issue. Those missions direct you toward planets, and you fly around them for a bit and the mission signal source spawns. Well... turns out if you're too close to the planet then when you hop into the mission, you'll be falling due to the planet's gravity. Collector limpets cannot adjust for this. They will sometimes actually go get the thing you tell them to, but they will blow up when they return. The AI probably can't do the return path and instead smacks into the hull.
So you have to fly around the planet at a pretty good distance so you'll be in deep enough space that the collector limpets won't spaz out, and the canisters won't be falling so fast they're nearly impossible to retrieve manually.
I figured out the collector limpet issue. Those missions direct you toward planets, and you fly around them for a bit and the mission signal source spawns. Well... turns out if you're too close to the planet then when you hop into the mission, you'll be falling due to the planet's gravity. Collector limpets cannot adjust for this. They will sometimes actually go get the thing you tell them to, but they will blow up when they return. The AI probably can't do the return path and instead smacks into the hull.
So you have to fly around the planet at a pretty good distance so you'll be in deep enough space that the collector limpets won't spaz out, and the canisters won't be falling so fast they're nearly impossible to retrieve manually.
Yeah I've had a few like that, they are tricky to recover manually, required alot of manual thruster controls to ease upto them while falling.
Related, collector limpets don't work to grab cargo from planetary surfaces sadly. Would be fun to just show up at a POI hovering above it and loot all the cans without ever leaving your ship though!
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
At this point, I've got my Python pretty much where I want it. I built it as a long range death machine that has enough cargo to run missions. So I aim to do base assaults, assassination, and your general bellhop delivery stuff to rank up with the Federation.
I'm thinking about dropping all my cargo and making a totally different type of ship. I was watching an Isinona video where he made a silent running ship and used it to drop off radar and evade ships, and it looked like a LOT of fun. It seems to work really well against the AI as well, which I was surprised about. I think with some of the engineering upgrades, you can probably run a very low temperature ship to maximize the silent running capability.
I'm guessing my only career path for such a ship would be smuggling. I've seen a few sparse smuggling missions in Eurybia with the Blue Mafia. I'm betting there are better ones out there. I wonder if I could make both a super low temperature, and incredibly light ship for smuggling runs? Something with a nice jump range to get those long range missions I've heard about in Sothis and Ceos(sp?)...
I'd love to get back in a diamondback. I love that ship design. I *think* they run really cool as well. The only issue would be having cargo space to make smuggling worthwhile.
This video was my inspiration. Loving the Darth Vader breathing effect.
The "temperature" gauge does not show your external temperature. It shows your cooling system's saturation level. Whether it shows 80% or 8%, it's still radiating all that heat, and you will be seen. Even eight percent (or whatever low number) of its capacity is still an awful lot of heat.
To hide, you need to enable silent running. Keep in mind, too, that if the cops get close enough (let's say 500 meters or so), they will still be able to target you.
You can always just cruise into the station without silent running, of course. They don't scan everybody.
The "temperature" gauge does not show your external temperature. It shows your cooling system's saturation level. Whether it shows 80% or 8%, it's still radiating all that heat, and you will be seen. Even eight percent (or whatever low number) of its capacity is still an awful lot of heat.
To hide, you need to enable silent running. Keep in mind, too, that if the cops get close enough (let's say 500 meters or so), they will still be able to target you.
You can always just cruise into the station without silent running, of course. They don't scan everybody.
Yeah it was found that internal temperature had little effect on stealth unless it's absolutely 0 I think. Which can only be obtained if you shut your ship completely off, or for a little bit after popping a heat sink. I'm pretty sure then you have the same effect as silent running because you just don't actually have any heat to radiate.
What I don't get is how they can't detect all the heat still coming out of your engine exhaust and your drive ion trail lol.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
0
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
The "temperature" gauge does not show your external temperature. It shows your cooling system's saturation level. Whether it shows 80% or 8%, it's still radiating all that heat, and you will be seen. Even eight percent (or whatever low number) of its capacity is still an awful lot of heat.
To hide, you need to enable silent running. Keep in mind, too, that if the cops get close enough (let's say 500 meters or so), they will still be able to target you.
You can always just cruise into the station without silent running, of course. They don't scan everybody.
If you want an idea of how much "noise" your ship is putting out there is that Waveform by your fuel gauges. The more stuff that thing is doing, the "noisier" you are.
Just fought an elite Python, they still seem pretty tricky! Tons of shield cells and chaff. I only had to pop one, and came out ahead in the end without losing shields.
I spent about an hour navigating to the barnacles on Maia, and now I can't figure out how to make them turn into alloys. I shot the... main thing? But to no avail.
Posts
Points:
- We will be adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- In addition we are making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- We’re also increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- We’ll be increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material
Barnacles are dead, though. Damn humanity!
Still, I think the trip was worth it.
On the AI, the upper end of Dangerous and Deadly definitely got toned down. They can't get out of my firing arc at all (most of them don't even try anymore). But like I said before, eh, whatever. I'm trying not to let it get me down. I'll just pretend I became the best Python pilot in the galaxy overnight. :-p
Now to make that return trip to the bubble!
Depends on ships and such still. I had a deadly FDS kick my ass in my FDL. He was hard to keep in my sights and if I tried to create distance he just started nailing me with railguns.
I was occasionally making as much as 8m/hr in a Type-7, but I lost about six of them in as many hours of play. I went back to an Asp, which has been just peachy. More consistent.
It took a LOT of experimenting to figure out what works and what does not, and why. Sort've reluctant to post the methods publicly, as Frontier seems a bit happy with the ol' nerf hammer.
If anyone would like some pointers in the right directions, I would be happy to lead you away from blind alleys. Though of course the joy is in the journey: figuring out how to do the thing was a lot more interesting than doing the thing over and over.
I mean, have the power players explored it all, leaving nothing behind and anyone jumping in would be at a vast disadvantage?
Reason for question: Part of the appeal to me in regards to No Mans Sky is the unexplored aspect, the feeling of adding to the body of knowledge. I am curious if this game still has that. Or has it all be seen and done?
The Vulture has insane maneuverability. You should be able to out turn anything.
Well, I started playing a few weeks ago and I'm pretty sure I know a few things that nobody else does.
Is the game friendly to new players? Absolutely not. It is extremely hostile and opaque. It wants you dead & in debt. For that reason, the majority of the not-exactly-enormous player base seems to stick to known methods & routes for making cash, or to head way out into totally uninhabited & uncharted territory - of which there is an embarrassing surfeit.
As far as I know all of the inhabited territory has somebody's stamp on it, but that doesn't necessarily mean that knowledge of what is there or how to make the best use of it has entered the public domain.
Generally yes, though this elite anaconda was able to flip around remarkably fast and get a bead on me for a few moments here and there. That's all it took - poof! Shields down, ship wrecked. I just expected the thing to be much more durable than my Cobra. Honestly I don't have much trouble staying behind nearly anything in that even though it's technically rated much less maneuverable and it's more fun to fly.
So... Space is big. Really really big. Check out http://ed-td.space/en/25/3D+Systems+Map for an idea of it. The bright dots? That's known space/"the bubble", and you've got some trails out to where people have gone exploring.
There's a shitload of galaxy out there.
The vulture is provably, mathematically better than the cobra in essentially every way except boost speed.
It's hard on new players, but not really in the way that you're thinking. It's not about how far ahead of you other players will be. The difficulty is in that the learning curve is pretty much a cliff. If you have flight sim experience (I see you have X3 in your signature right now) you'll probably be a lot better off than I was. The big thing is learning how to fly, at first. And your first ship is free and free to lose if you crash it. The tutorials also cover a lot of the basics.
From there, you have a few different main paths to making money. The idea being to get into a specialized ship for what you want to really do. Depending on how you want to approach the game, you can get in a great ship pretty early. You won't really be in direct competition with other players in most cases. PvP is very rare. I play exclusively in Open now and I've never had another player try to PvP.
So far as adding to the body of knowledge- there is still plenty to find. The big thing right now is engineers who can tweak your ships in interesting ways. There are a lot of different materials for doing this, and where to find them all is not 100% nailed down. We know that it's not really random; it's just that a lot of variables are at play at once. Much of it depends on the background simulation (BGS), that has a host of different factors. (as an example).
The "story" of the game is evolving as well. The way it seems to work is that the players must find or do something, and then the developers continue the storyline. For example, we found signs of alien life- the barnacles. Now the barnacles we've found are dead (because we killed them). New ones that are alive have been found. A famous traveling space station has just gone missing after trying to make a big jump, and I'm willing to bet it's out there waiting for players to find. Point of fact, there are subtle and not so subtle hints that get thrown out. There was just a tip not too long ago to go explore a certain area.
One of the cool things about the game is that to explore everything is literally impossible. The game is a 1:1 scale of the Milky Way Galaxy. One simply could not explore it all in a lifetime. So far as figuring out how and why things work, the community is pretty organized in that area. If you want to get involved, you can join several groups devoted to doing this. They have websites, google doc spreadsheets, that kind of thing to work out the nuts and bolts of the game.
Haha some dude wrote his name
You're of course right. I just have no fun in the Vulture.
Edit - There is one other downside to the Vulture though - this thing's canopy is a huge target. However apparently I'm supposed to never take any hits because it's so maneuverable, though I'm not sure how to do that against ships with turrets or multiple ships. Flying with KBAM so, I'm probably just not able to be as good as others but it's what I got.
If you're going to go graffiti, go as big as you can, I say.
Hmmm.
The whole evolving storyline thing sounds pretty cool actually.
Seems like at the moment this is the big thing on the block in regards to Ship Sims and the recent flood of them that I've been playing (and am contemplating) has stoked that old fire.
Any recommended LPs or Youtubers to review?
I'll second that. GhostGiraffe is a hilarious one to check out.
Also I'm having fun using missiles to knock out drives on larger ships then pick them apart with cannons. I have a little trouble getting the shields down but other than that it's pretty effective.
I was scrolling out, looking at the lines "hah, I bet someone could plan to do a dickbutt or write their name or... oh hey good job Sparneejuah"
Hatch breaker limpets are pretty neat, and work really well with their shields down. But they drop regular cargo when you do that, not mission specific cargo.
They will drop their mission specific cargo before they run when you get them to under like 40%. But the collector limpets... I don't even know WTF they are trying to do. They simply will not gather the mission materials. Even when I select the material in question and send the limpet suicide style, they blow up when they return but don't deliver the mission material (even when I'm pretty much stationary). I've mined for an ungodly number of hours so it's not like I don't know how to use collector limpets.
So they can stick those mission types directly in their ass. Harrumph.
Hatchbreakers make them drop a random selection from their cargo hold.
You can find out exactly what they are carrying with a cargo scanner.
Not sure what the issue you are having with collector limpets could be.
You're right, of course. I'm doing something wrong here. I just got flustered when I failed two of these back to back because my load out is terrible for the job and my collector limpets didn't work the way I thought they should. I was thinking seeker missiles would be ideal for taking out modules, but they seem much more efficient at taking out hulls instead!
I don't think there are any missiles which can pick stuff out from the hull.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
The collector limpet problem may have something to do with enemy point defense systems?
That sounds off, but you do have to move around (thrusters) in the Vulture to avoid fire.
Yes, point defense will blow them up, other ships hitting them can blow them up - also - make sure your items they are gathering aren't 'Data' or 'Materials'.
Yeah I guess expecting it to take multiple full broadsides point blank from a conda was expecting too much. I think it was elite or at least high ranked too. I was doing good sticking behind it for awhile but 2x C3 MCs (unmodded) wasn't getting through his shields anytime soon and eventually he flipped around super fast and pasted me. I escaped the first time that happened with like 60% hull but was stupid enough to go back and try again after my shields came back up.
So you have to fly around the planet at a pretty good distance so you'll be in deep enough space that the collector limpets won't spaz out, and the canisters won't be falling so fast they're nearly impossible to retrieve manually.
Yeah I've had a few like that, they are tricky to recover manually, required alot of manual thruster controls to ease upto them while falling.
Related, collector limpets don't work to grab cargo from planetary surfaces sadly. Would be fun to just show up at a POI hovering above it and loot all the cans without ever leaving your ship though!
I'm thinking about dropping all my cargo and making a totally different type of ship. I was watching an Isinona video where he made a silent running ship and used it to drop off radar and evade ships, and it looked like a LOT of fun. It seems to work really well against the AI as well, which I was surprised about. I think with some of the engineering upgrades, you can probably run a very low temperature ship to maximize the silent running capability.
I'm guessing my only career path for such a ship would be smuggling. I've seen a few sparse smuggling missions in Eurybia with the Blue Mafia. I'm betting there are better ones out there. I wonder if I could make both a super low temperature, and incredibly light ship for smuggling runs? Something with a nice jump range to get those long range missions I've heard about in Sothis and Ceos(sp?)...
I'd love to get back in a diamondback. I love that ship design. I *think* they run really cool as well. The only issue would be having cargo space to make smuggling worthwhile.
This video was my inspiration. Loving the Darth Vader breathing effect.
The "temperature" gauge does not show your external temperature. It shows your cooling system's saturation level. Whether it shows 80% or 8%, it's still radiating all that heat, and you will be seen. Even eight percent (or whatever low number) of its capacity is still an awful lot of heat.
To hide, you need to enable silent running. Keep in mind, too, that if the cops get close enough (let's say 500 meters or so), they will still be able to target you.
You can always just cruise into the station without silent running, of course. They don't scan everybody.
Yeah it was found that internal temperature had little effect on stealth unless it's absolutely 0 I think. Which can only be obtained if you shut your ship completely off, or for a little bit after popping a heat sink. I'm pretty sure then you have the same effect as silent running because you just don't actually have any heat to radiate.
What I don't get is how they can't detect all the heat still coming out of your engine exhaust and your drive ion trail lol.
If you want an idea of how much "noise" your ship is putting out there is that Waveform by your fuel gauges. The more stuff that thing is doing, the "noisier" you are.
https://m.reddit.com/r/EliteDangerous/comments/4qctl8/i_have_found_jaques_station/?utm_source=mweb_redirect&compact=true
Also saw my first black hole! Neat!