could we please not spawn at the center star all the time?

Spawn in new system

  • Spawn at center star of system all the time

    Votes: 104 71.2%
  • Add random locations of system to spawn

    Votes: 12 8.2%
  • Add option where to spawn in system

    Votes: 30 20.5%

  • Total voters
    146
  • Poll closed .
Am I the only one who gets a bit tired of spawning directly at the star of a system all the time when jumping into a new system instance?
It´s looking nice the first 100 times or so, but let´s be honest here it´s an obstacle you need to avoid every time so you´re not crashing into it.

My suggestion is to spawn in some random location of the system at least every second or third time, or to have an option to set the distance to the center star. could be random places in the system, or just jump to empty space somewhere in the middle. Just add a bit of variety here.

Not sure if anyone agrees so make your choice at the poll
 
What are you smoking?

Jumping to the star is great, and logical.

1) It's the largest mass in the system and emitting the most energy, so it's logical that your nav computer would lock onto the star rather than some arbitrary celestial body.

2) Landing at star makes it very convenient when fuel scooping, especially for explorers.

3) Landing at star makes it very convenient for pirates and bounty hunters, since nav beacon is always close to star.

4) Landing at star means you are at the center of the system which makes it more convenient when travelling to planets or stations. Why? Because game doesn't know what planet or station you are planning to go to, so dropping you at the center means you don't have to fly extra miles. I would rather land at star and fly 900Ls than be randomly placed at the other end of the system and then have to fly 3000Ls instead. Plus it's more predictable when you know you land at star and that your distance to a station or planet will be roughly the same when you are doing missions that have short timers.

5) The star looks amazing, everytime.

Stop hating on the stars :(
 
Spawning at the center makes the most sense since that on average will put you closest to the planets in a system. If you enter the system at the edges somewhere you MIGHT end up closer to your planet of choice, but it might also happen to be on the other side of the system. Also, ending up close to the refuel station (the star) is convenient when doing long trips.
 
firstly: what poll?

secondly: I agree; but is there some kind of historical Elite science that dictates the jumps are always ended at a star? ie the largest gravitational source in the system is where jumps always end up?
to me the logical thing here would be to jump to the nearest nav beacon to the primary star of a system. if the system is unexplored then you jump near the primary star.
stands to reason that a nav beacon could be programmed as a jump destination surely? and with Universal Cartographics for known system that would be a logical thing to implement...at least in my book
 
Keep it at the center but the nose shouldn't point towards the star. I yesterday had an occasion where i got distracted while hyperjumping and i could barely turn my ship before it melted when i returned.
 
That's due to the physics of Witchspace. Nearby mass interferes with your Frame Shift Drive, pulling you further out of Witchspace and slowing down your ship. Just like you use the mass shadows of planets to slow down your ship from superluminal speeds in supercruise, you use the mass shadows of stars to pull you out of deep Witchspace during a hyperspace jump. Frontier Developments has made an internally consistent FTL system, one that fits perfectly well with earlier versions of Elite, and I for one like the fact that they put so much thought in to it.

Not to mention that it makes it very easy to refuel after a jump.
 
For me, dropping out of hyperspace at the star never gets old. It's good for long distance travelling with a fuel scoop also. Just refuel and go. I suppose it will be an annoyance for afk'ers and those that have to fly around it. I actually enjoy flying around it at speed while scooping. Sunskimming, it was always how I dreamed it would be. ;)

Shok.
 
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Jumping to star makes sense, but players should be able to deploy navigation beacons in-system that they can use to jump to in subsequent visits.
That would make stations orbiting the second star of a binary system actually worth bothering with, because at the moment the easiest way to trade is to find two stations very close to the primary star of their systems, as SC travel is a big time-sink.
 
Jumping to star makes sense, but players should be able to deploy navigation beacons in-system that they can use to jump to in subsequent visits.
That would make stations orbiting the second star of a binary system actually worth bothering with, because at the moment the easiest way to trade is to find two stations very close to the primary star of their systems, as SC travel is a big time-sink.

Naa, I want to feel the size of space, be lost in it's expansivness. The last thing I would want is insta teleportation, superhighways and well, this. -1

Shok.
 
it´s an obstacle you need to avoid every time so you´re not crashing into it.

All I do to stop crashing into it is when I enter witchspace throttle back to 0, you stop at star before you heat up and start fuel scooping.

Then you can target where you want to go easily with out having to take evasive manouvers. Saying that don't stop there for long as you will get interdicted. As you are stopping near the nav beacon.
 
The current mechanic is fine IMO.

It could be improved by letting us choose which star in multiple-star systems is the destination. Maybe restrict that choice to explored and/or visited systems - maybe even tie the choice with improved equipment (class C or better FSD and/or scanner ?).
 
We have this discussion once, and the same as I say than I can say now...
In past Version(84er,FE,FFE2) you allways Come from OUTSIDE and must fly in the System, and to the SUN to refill your ship.
Reason was that it is dangerous to end an Hyperjump close to heavy Masses .... which makes sense, because if you really folding Space, it is maybe not an good Idea to do it near the Suns.
But now for the eyecandy we change the "old Physic-Rules of Elite Universe" and allways jumpout near Suns.
 
there's upsides and downsides to everything.

Personally though, I do mind, that I end up heading straight into the sun. If the hyperspace exit i to remain next to the targeted star, I'd at least like to be dropped with the bloody thing to my side, as if orbiting.

That or random point between the sun and the last orbit.
 
I hope they add ship malfunctions in this game.

One of the FSD malfunctions should be overshooting your target by 90Ls and ending up inside the star... :D
 
Drop point should be solar mass/solar luminosity x 10 = x ls from the star. This will give enough fluctuation in drop distance to appreciate the different sizes.

The current model although seemingly logical, is still a bit wonky, as the drop distance seems fixed relative to the solar mass, meaning the drive is demonstrating an ability to show variance.

Doesn't bother me hugely in principle; I'd just like to see variance in order to appreciate star size.
 
I don't mind jumping in near to a star... just not "RIGHT ON BLOODYTOPOFITOMIGODIMGONNACRASHAAAAAAAAAGGGGHHHHHH.... phew, that was close".
Maybe petition the local governments to move the Nav Beacon a few LS away from the big firey ball, eh!
 
I like dropping into a system near the main star. It's logical and fits with game lore. However, I would like to see a big boost to supercruise acceleration, as 15 minute trips to the outer planets do get tiresome.
 
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