Traveling System Overhaul

Putting words into sentences is difficult so I'll be brief.

-When arriving after a hyperjump, you go directly into normal travel (not supercruise) close to the navigation beacon.
-To travel within a system, you use the navigation beacon to microjump within the system to other navigation beacons (laid out close to large stations for example).
-Supercruise is to be used when exploring and traveling "short" distances between say the closest nav beacon and an asteroid belt.

Why?
-Concentrate the player and AI activity to limited locations.
-This would increase the potential gameplay content since it would be much easier to interact with other ships comparatively to when everybody's supercruising. More stuff would happen in layman's terms.
-Make supercruise traveling less dull.

EDIT: According to some dude in the subreddit, this is apparently "basically how EVE online does it". I haven't played it so I have no idea.
EDIT 2: Interceptions would probably be ruined, unless they were remade to somehow cancel an FSD charge instead of pulling you out of supercruise.
 
Last edited:
Well, i m totaly agree with jump must end in a normal fligth next nav beacon. Why only NPC jump in ? It could make system blocus and pvp more interresting, even if player have the solo/ group option.

- Exiting hyperdrive in nav beacon.
- Launch SC manually to travel into the system.
 
if you Concentrate the player and AI activity to limited locations they become camping points for grief as we have already seen with the rare's routes.
 
Concentrating player activity is hardly creating "camping points for grief" as you put it. There are many legitimate reasons to bring players together into an area and assuming that all of them end up as grief does a disservice to everyone who plays the game.

To actually add to the discussion I'd like to say that I think that the idea of microjumping or some other means of accelerating the lengthy run segments between intrasystem stars is an excellent one; and I hope it gets a lot of attention. Even if it does mean that some players are forced to interact with each other on some level, such as at a gate or jump area.
 
Last edited:
Concentrating player activity is hardly creating "camping points for grief" as you put it. There are many legitimate reasons to bring players together into an area and assuming that all of them end up as grief does a disservice to everyone who plays the game.

To actually add to the discussion I'd like to say that I think that the idea of microjumping or some other means of accelerating the lengthy run segments between intrasystem stars is an excellent one; and I hope it gets a lot of attention. Even if it does mean that some players are forced to interact with each other on some level, such as at a gate or jump area.

all it would mean is that instead of camping in stations to annoy people they would camp at the nav point in the system and any work that FD did to sort out the station issue would be wasted. this happens in every game that funnels players through a single point and far from doing a disservice to players pointing out the fact helps people to avoid the hassle.
 
this happens in every game that funnels players through a single point.

I've made a few different suggestions on how to approach the problem of insystem jumps, so here's a new one that addresses the possible problem of clumping players at specific points:

<cue fanfare> Introducing the Panargulon Insystem Hop Drive.

Easy to use, you point your ship where you want to go and engage...... After the charging and animation sequence you find yourself anywhere in a 50,000 ls radius sphere centered on a point 250,000 ls from where you started. This would prevent any clumping and would still mean a fair bit of cruising as the developers seem to want us to suffer or at least don't want it to be too easy.
 
The problem with micro-jumps is that there is the potential to spoil the tracking element for bounty hunters and for pirates. I'm sure the developers do not want us to suffer - which is a harsh opinion in my view...

I believe they want there to be travel to planets and stations from the star so that bounty hunters have the time to scan and then target those who they hunt, and give pirates the opportunity to pick targets. If I can micro-jump from the star to a station it avoids that risk.
 
. If I can micro-jump from the star to a station it avoids that risk.

Not if you have to sit about supine and doing nothing while the drive charges up. Anyway most interdictions are at the start or end of a cruise when the victim is not going very fast as interdicting a fast ship will cause much damage to the interdictor which is generally more expensive than the possible piracy return. So the pirates can still hang around near the stations for incoming victims as having micro-jumps would not affect that in the slightest, the only difference is that it might only take 5 minutes to get there instead of 30 minutes.
 
I feel like more then anything it would take away from the game, personally I'd rather they increased acceleration in super cruise and reduced travel time like that.

Or the microjump system would simply put you at top SC speed instantly, with increased hull damage for an emergency drop (stars, planets) it would cut travel possibly consume more fuel but still allow interdiction mechanics to function.
 
Last edited:
Putting words into sentences is difficult so I'll be brief.

-When arriving after a hyperjump, you go directly into normal travel (not supercruise) close to the navigation beacon.
-To travel within a system, you use the navigation beacon to microjump within the system to other navigation beacons (laid out close to large stations for example).
-Supercruise is to be used when exploring and traveling "short" distances between say the closest nav beacon and an asteroid belt.

Why?
-Concentrate the player and AI activity to limited locations.
-This would increase the potential gameplay content since it would be much easier to interact with other ships comparatively to when everybody's supercruising. More stuff would happen in layman's terms.
-Make supercruise traveling less dull.

I see the reasons for it, and I believe they are somewhat good reasons, but I can't help but feel that those are three ways to make Elite: Dangerous more like every other spaceship game out there. Mundane, at best.

I agree that limiting location would concentrate things, but concentrated content isn't what Elite is about, in my experience. What Elite is, to me, is space. Space
is anything but concentrated content, if you see what I mean. What I don't see is how more would happen. You'd be taking away USS, interdictions and in my case, missing the station entirely and slamming right into a planet.
As for putting us in normal space after Hyperspace, that's a way to make travelling more tedious.

I think it would make Supercruise more dull. I'd rather be able to fly wherever I want to at several times the speed of light than select a point, press a button, select another point, press another button. It's exactly that kind of "gameplay" that turned me off EVE: Online, (and on to Elite: Dangerous). Call me weird but I like kicking back in my chair with a three-hour podcast warping my way through endless space to complete simple tasks or see shiny objects. It's very relaxing.

Nevertheless, I like the idea of in-system "hops", but I think they should have a certain restriction. I don't want that to be an option to reach a station 1000 Ls away. That just means smugglers win and pirates go bankrupt. It's the stupid 100 000+ Ls stuff that needs this. Ever been to Hutton Orbital? I certainly would not mind Nav Beacons being actual Nav Beacons and not "Bounty Hunter Playground", so kudos.
 
Not if you have to sit about supine and doing nothing while the drive charges up. Anyway most interdictions are at the start or end of a cruise when the victim is not going very fast as interdicting a fast ship will cause much damage to the interdictor which is generally more expensive than the possible piracy return. So the pirates can still hang around near the stations for incoming victims as having micro-jumps would not affect that in the slightest, the only difference is that it might only take 5 minutes to get there instead of 30 minutes.

Then the drive would have to have a slow charge up to allow the bounty hunter to find his target if there are multiple blips on the radar.

As for when most interdictions occur, most of mine have been either on my journey to a station or near the station. I rarely get interdicted at the start.
 
As for when most interdictions occur, most of mine have been either on my journey to a station or near the station. I rarely get interdicted at the start.

Exactly, and my proposal wouldn't change that at all as you'd still have to get to the station from wherever the jump took you which could still be tens of thousands of ls. I'm not suggesting and would not support a jump that took you right to your destination.
Personally I'd prefer a system to jump to another stellar object in the same system and then you have to get to the station from there, that would give you the same chances of interdiction as trudging for 30 minutes across empty space. I just suggested this micro-jump as an alternative, I might eventually come up with a scheme the developers like :)
 
supercruise over smaller distances is absolutely fine. it gets dull for longer distances like 5000+ ls. i think a lot of people agree to this.

everything lower than this we're speaking about only a few minutes of traveling. (there are a lot worse examples: in the beginning of wow i had to run for almost an hour to get from darnassus to ironforge.)

so, most of the time we're actually talking about less than 5 minutes of traveling within a system. going from system to system is super fast. i don't think supercruise is dull most of the time. it actually requires skill to approach a station perfectly. other than that, supercruise is an integral mechanic. removing it from traveling from nav beacon to station would harm the game more than anything else. even a supercruise autopilot is a better idea than partially getting rid of supercruise.

i can only suggest a few things: avoid longer traveling times (5000ls and above). there are literally billions of alternatives. try to find the most efficient approach to get to a station/asteroid belt etc... get used to supercruise. it's really not that bad for most of the traveling distances. (when i started playing, i disliked supercruise. i was unlucky and tried to travel 100000ls to a station. i later learned that most stations are just a couple of hundred ls away from entry points. i also learned how to use supercruise properly.)
 
Exactly, and my proposal wouldn't change that at all as you'd still have to get to the station from wherever the jump took you which could still be tens of thousands of ls. I'm not suggesting and would not support a jump that took you right to your destination.
Personally I'd prefer a system to jump to another stellar object in the same system and then you have to get to the station from there, that would give you the same chances of interdiction as trudging for 30 minutes across empty space. I just suggested this micro-jump as an alternative, I might eventually come up with a scheme the developers like :)

I guess I will have to see it in action maybe before it quells my concerns :) It could be that your suggestion works.
 
Back
Top Bottom