Hyperspace jump beta elephant

When is the hyperspace jump drive going to be upgraded from beta?

We should be able to select which large gravity well to arrive at. Other stars in a system, and to my mind Gas Giants as well.

I'm not the only one to see this elephant, but it's not been mentioned for a while.
 
From what I read, early on in the wee beginning of alpha it was proposed that you can jump anywhere to your destination. People wanted the supercruise method instead. I would really like to be able to choose which star to jump to, though.

Supercruise makes sense, because it allows stuff like pirating to happen.
 
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What I don't understand is a system as Mizar :

Two stars, nav beacon is on the first, all planets and stations are on the second 100k+ ls away.
Why do we jump on the empty star ?
 
From what I read, early on in the wee beginning of alpha it was proposed that you can jump anywhere to your destination. People wanted the supercruise method instead. I would really like to be able to choose which star to jump to, though.

Supercruise makes sense, because it allows stuff like pirating to happen.

Absolutely this is not about super-cruise, it's about a correctly functioning / consistently behaving jump drive.
 
Im in favour of a mini-hyperspace jump when selecting a star above 250,000Ls away from the entry point.
Means you have to come in at the entry point for pirating and other goodies :)

This means you have to travel to any local areas but can star-hop any large distances. This will not help Hutton Orbital since that is obviously there for a lore reason. :)
 
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Supercruise makes sense, because it allows stuff like pirating to happen.

That's all nice and well, but what about those systems where the main stars are +10,000ls apart? Some of these systems are even low population and should you decide to supercruise for 15min to that one lone station, you'd also find not much happening in those 15 minutes.

In my opinion, directly jumping to any body in a system isn't necessary, jumping to main stars more than 10,000ls though would be a major improvement.
 
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I'd like the drive to allow starjumps to any known-to-you star based on pure FSD range, if the ingame tech is based on star-level mass readings. Whether the star is insys or not seems irrelevant to jumping since systems are only separated by instancing game mechanics, not any kind of ingame reasons. If it's on your personal map it should be jumpable. Only really adding the known-to-you so that explorers don't lose even more of their game to secondary-star jump discoveries from out of system; if there's a less gamey solution to this angle that'd be cool too.

I'd also like a wild jump mechanic of some kind, but I'm not sure how feasible this is to implement. Conceptually it'd give people a method to pull off a bit of non-starmass jumping while introducing ways to get totally off-course. Wild jumps shouldn't be very reliable but they should be very interesting.
 
What I don't understand is a system as Mizar :

Two stars, nav beacon is on the first, all planets and stations are on the second 100k+ ls away.
Why do we jump on the empty star ?

For the same reason as why we build structures like these today?

2003603546-300x0.jpg
 
Please let us choose the star at least. It's quite boring having to travel for 10+ minutes in real time to get to the star where everything's going on.
 
FD have mentioned allowing selection of the star to arrive at when there are multiple stars in a system.
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This should be done for gameplay reasons rather than any "realism" reasons, after all we are talking about a fictional FTL drive here, who can say what the restrictions on it's use are?
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From a gameplay point of view, wit would be nice if the distance from the arrival point (lets say for arguments sake that the arrival point in any given system is a fixed feature of the physics and cannot be changed) influenced the prices and economy of the stations. After all in the real world there are places that are really inaccessible but people still colonise/trade there because they have certain resources (e.g. North sea). Getting to a north sea platform is a long, difficult and dangerous process and as a result the "price" of delivered items is higher than on land (a £50 valve might cost double or triple that when delivered to an oil platform). On the flip side there are places that are prosperous simply because they happen to be convenient and easy places to trade, Hong Kong, San Francisco, London etc.
 
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Probably not the best choice for gameplay reasons, but I would think the "realistic" option would not be the most massive star in a system, but the common center of gravity for the entire system.
 
I always imagined, especially with systems that needed permits or enemy systems, that we would be able to "sneak in" the back way.

Either through buying data legally, on the blackmarket or by scanning and then that you could then select a different gravity well within a system - either another star or large gas giant - to latch the drive on to.

It seems those dreams might never happen, or if they do take a long time.
 
When is the hyperspace jump drive going to be upgraded from beta?

We should be able to select which large gravity well to arrive at. Other stars in a system, and to my mind Gas Giants as well.

I'm not the only one to see this elephant, but it's not been mentioned for a while.

Had a few ideas on this, but I doubt we'll see a change to in system travel for a long while:

- All frameshift/hyperspace journeys end with you exiting to real space not super cruise. If you jump to a system with a nav beacon (and have nav beacon lock 'on') you end up there otherwise you have to control your exit into real space like in the interdiction mini game.
- You could, intentionally or otherwise, end up quite a distance from the main star or very close.
- This means you could bypass an actual system blockade at the risk of ship damage/greater distance
- Exploring could be more hazardous but repairing needs to be easier possibly creating the need for explorers to be resupplied periodically.


Fuel scooping could be done in real space
- if being attacked is too much of an issue make heat/radiation affect both exposed and utility hard points causing damage and malfunctions.


In system frameshift 'jumps' could be based around another interdiction style mini-game allowing you to traverse branching hyperspace tunnels.
- would need some way of ensuring people don't use it to bypass interdiction
- perhaps prematurely exiting would cause large amounts of damage/drive malfunctions/destruction
 
I'd like to see player owned nav beacons that require the pilot to visit another star in normal SC the first time they visit the system, but upon arriving at the second, or third star, the player could then eject his own nav beacon that from then on would allow that player alone (not wings-mates) to drop directly at that second, or third star. One per system which overrides the default nav beacon.
 
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