Time waste (in the real life) in duoble stars systems

The problem is the following:

when I enter in a double stars system I get out from hiperspace near 1 (always the same, pick up by computer) of 2 stars.
If my destination station is in the star when I left hiperspace, well, it´s normal and game go on; but if my destination station is in the other star system, I have to trip for a long time to change planets star group.

The ex. is the LHS 3447 double stars system. If my destination station is Worlidge, when I go out from hiperspace I have to trip for about 110.000 Ls (in real life about 15-17 mins) to arrive in Worlidge station.
Final ... I never go in LHS 3447.

My solution it's very simple. In multiple stars systems (when I chose the destination), automatic link send me in system map, and let me choice near what star end my hiperspace trip (automatic link in sysetm map it´s necessary for to check the correct station of destination).

15-17 mins in real life doing nothing it´s too much.

Reply your opinions.


Bye
 
This is not the first thread on this topic. Flying from one system to another, you will always arrive at the largest mass in the system (the biggest star). That's how it is. That's how it should be. Yes, you have to fly a long way some times. That's the game.
 
This is not the first thread on this topic. Flying from one system to another, you will always arrive at the largest mass in the system (the biggest star). That's how it is. That's how it should be. Yes, you have to fly a long way some times. That's the game.
It shouldn't be, though. What kind of argument is that? "That's how the game is." Yes. That's why he suggested a change. "That's how it should be." Please explain why.

A star is massive enough to act as an anchor point for my FSD. Even white dwarfs and neutron stars and brown dwarfs. Why cannot I target Proxima, which is 0.22 LY from the other two stars in the star system? Because it orbits them? What arbitrary kind of rule is that?

If it's a significant distance away from the other star(s) in the system, make it independantly targetable by our FSDs, or give me a reason in gameplay terms why this is a bad idea, why having 15 minute to an hour (once again, proxima) travel times in one system is a good idea, and then give me a reasonable in-universe explanation why my FSD can't target something like Proxima (once again, distance 0.22 LY) separately from Alpha Centauri A & B.
 
We are all feel this pain.
There is hundreds same topics.
Microjumps,
speed increase far from stars gravity,
slight shoot vector,
between system stars jumps,
destination star choose.
Whole forum is bleeding about this...
 
Exploration should give more money if the distance is long.

Trading prices on distant station should be higher.

No need to touch the SC.
 
The problem is the following:

when I enter in a double stars system I get out from hiperspace near 1 (always the same, pick up by computer) of 2 stars.
If my destination station is in the star when I left hiperspace, well, it´s normal and game go on; but if my destination station is in the other star system, I have to trip for a long time to change planets star group.

The ex. is the LHS 3447 double stars system. If my destination station is Worlidge, when I go out from hiperspace I have to trip for about 110.000 Ls (in real life about 15-17 mins) to arrive in Worlidge station.
Final ... I never go in LHS 3447.

My solution it's very simple. In multiple stars systems (when I chose the destination), automatic link send me in system map, and let me choice near what star end my hiperspace trip (automatic link in sysetm map it´s necessary for to check the correct station of destination).

15-17 mins in real life doing nothing it´s too much.

Reply your opinions.


Bye

A suggestion: Introduce a standard mechanic to increase SC speed - https://forums.frontier.co.uk/showthread.php?t=94624

Being able to hyperspace jump when in a system to a secondary star would also seem to make some sense too...
 
Slingshot Vector idea is brilliant for gameplay, because fastest way from one star to another star in system would not be a straight line, and will require some custom and experience for most effective use. And also this route can be a handy place for different SC hunters, which will bring some life into objectionable multy-star systems.
 
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It shouldn't be, though. What kind of argument is that? "That's how the game is." Yes. That's why he suggested a change. "That's how it should be." Please explain why.

A star is massive enough to act as an anchor point for my FSD. Even white dwarfs and neutron stars and brown dwarfs. Why cannot I target Proxima, which is 0.22 LY from the other two stars in the star system? Because it orbits them? What arbitrary kind of rule is that?

If it's a significant distance away from the other star(s) in the system, make it independantly targetable by our FSDs, or give me a reason in gameplay terms why this is a bad idea, why having 15 minute to an hour (once again, proxima) travel times in one system is a good idea, and then give me a reasonable in-universe explanation why my FSD can't target something like Proxima (once again, distance 0.22 LY) separately from Alpha Centauri A & B.

Just because you don't like it doesn't mean that the game is faulty or poorly designed. Just deal with it and stop whining. There's enough whining and crying on this forum already about things that are not broken.
 
The frequency of these threads from unique players shows that there is a very real problem here.

Covering your ears and claiming that the current system is the best because it is the one we have is just ignorant.
 
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Just because you don't like it doesn't mean that the game is faulty or poorly designed. Just deal with it and stop whining. There's enough whining and crying on this forum already about things that are not broken.

So you simply complain about another person's opinion, without adding any explanation or reasoning? Hmmm... Who's whining?
 
So you simply complain about another person's opinion, without adding any explanation or reasoning? Hmmm... Who's whining?

My first post included all the explanation or reasoning necessary to debunk this argument -an argument that has come up COUNTLESS times before this thread, all argued with the same argument that I've already presented. If the guy just wants to bicker, well that's fun to me so I'd be happy to oblige.
 
I do agree with the fanboys, that this forum is full of very angry people, sadly that includes the fanboys, of which there are quite a few.
This topic is not about bad ideas, and also, why is it such a strange thing that we want to be able to jump to stars in the same system, when we already are able to jump to stars that are almost in the same system when selecting them in the galaxy map?
I hope this sort of change will appear eventually, but travel times related to distance from stars is also an interesting idea, as with a jump drive, that is essentially where the most time is spent.
 
I do agree with the fanboys, that this forum is full of very angry people, sadly that includes the fanboys, of which there are quite a few.
This topic is not about bad ideas, and also, why is it such a strange thing that we want to be able to jump to stars in the same system, when we already are able to jump to stars that are almost in the same system when selecting them in the galaxy map?
I hope this sort of change will appear eventually, but travel times related to distance from stars is also an interesting idea, as with a jump drive, that is essentially where the most time is spent.
If lots of important systems required you to travel for a long time in order to achieve something in the game, it would be a problem. Right now I only know of one system that has an extreme distance, namely Alpha Centauri and 2-3 other systems which has a 5-10 minute travel time from entry point to some stations.

So this is not a game wide problem. It is just an unpopular feature of a handful of systems. There is no reason to make changes to the game mechanic just so some beginners can travel to Hutton really fast.
 
You may want to support the fix in this thread:

https://forums.frontier.co.uk/showthread.php?t=95718

Here's the abstract:

ABSTRACT
Supercruise mechanic is unchanged.
FSD mechanic is changed to allow direct jump navigation (with specific limitations).
User must make a choice (risk) to use the new FSD mechanic (it's module based and requires entry to NAV Beacon instance).
User must accept a tradeoff (module) to use the new FSD Mechanic.
Risk of pirating is maintained. Common destinations are known via high traffic ports or long distance SC destinations, hyperspace entry locations are known (NAV Beacons) and hyperspace exit locations are known (poles).
NAV Beacons become useful (and more dangerous). High-activity player hubs.
Cartographics data becomes more useful (and more expensive).
Exploration balanced. Deep space explorers will not benefit from this mechanic, because of the NAV Beacon requirement. However, now that exploration data is more useful (and more expensive) the payout is accordingly higher.
Lore is maintained.
Gameplay is enhanced.
 
Risk of pirating is maintained. Common destinations are known via high traffic ports or long distance SC destinations, hyperspace entry locations are known (NAV Beacons) and hyperspace exit locations are known (poles).

What do you mean with hyperspace exit locations (poles)? Please tell me that you don't want to allow ships to engage hyperspace only at those locations? That would destroy the great freedom of the whole experience.
 
What do you mean with hyperspace exit locations (poles)? Please tell me that you don't want to allow ships to engage hyperspace only at those locations? That would destroy the great freedom of the whole experience.

Well at least you read the abstract.

We can only engage in a direct hyperspace jump to a navigable body when all the conditions in my proposal are met (not complicated but necessary). The hyperspace exit location is always at one of the poles of the navigable body because at least one pole is always oriented for jumping no matter where we're jumping from. In other words one pole is facing us even when approaching the system on it's ecliptic. This is more for lore maintenance than game engine. The game could really care less what our orientation is but it's going to drop us at one of the poles of our destination body when we exit hyperspace.

So, for the infamous 'Hutton Orbital" station in the Alpha Centauri system, we'll want to jump from a neighboring system's NAV Beacon (like SOL) directly to that little metal ball called "Eden". We'll exit .5Ls above one of Eden's poles where we'll either be ambushed by waiting pirates (very probable now) or, if we're lucky, we'll ferry peacefully on down to Hutton to deliver our fish.

The full mechanic is explained in the thread I linked to.

But here's the gist... if you want to avoid the long SC haul then you MUST accept the increased RISK of pirating when using NAV Beacon instances to get your coordinates and you MUST accept the TRADE-OFF of hauling LESS CARGO because you've mounted the required MODULE. Elite Dangerous MUST stay DANGEROUS! The player makes the choice to use or not use this mechanic. Hate the idea of hauling less cargo? NAV Beacons too scary for you? Then play with the current mechanic and don't look back. Like the idea of jumping directly to a planet? Not afraid of those pesky pirates? Then use the new mechanic.

To sum up... RISK, TRADE-OFF, DANGEROUS, PLAYER CHOICE!
 
You jump to the biggest mass. This is good as it is since you need something to lock onto realistically. Inside systems FD might add inter-system jumps between stars. So if there are more than 1 star inside a system you can FSD jump between them. Thats excellent and we might see it soon enough.
 
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