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.
Way back when I had a proposal that went something like this.
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We can lock onto Nav beacons and HS to a nav beacon, where we get dumped into normal space or you can do a "unguided" jump which dumps you at the centre of gravity of the system, or possibly a certain distance from the nearest star to your departure point (so two pilots jumping to the same system from different directions may end up around different stars). For player friendliness the "natural" jumps dump you in SC.
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So if you want to get to a specific place and it has a nav beacon you can jump there, but nav beacons are a natural place for ambush and attack. If you are jumping to a well ordered system, there will probably be an on station security presence to keep any trouble to a minimum, but some of the more "bohemian" systems might not. Alternatively, if you are allied to an unfriendly power or wanted in that system, the security vessels might be your biggest problem.
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This would introduce a few gameplay elements:
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The nav beacon choke points would promote interaction and allow for more effective blockades, ambushes etc.
The nav becons could be set up at stars or even in some cases at stations (if the stations are rich enough to afford them), these would become natural "trading posts".
The natural "gravity well" jump points would be much harder to police, making them good for smuggling or transition a system you might have legal issues in, but there is the disadvantage of longer SC transit times.
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An optional extra wrinkle that could be added was to make the FSD cool down (and in extreme cases any hull degradation/damage) related to how well you "flew" the HS jump. This would see the HS jump played like the SC interdiction "mini game" (ideally with better graphics, more related to the tunnel structure than HUD elements). The better the player manages to "follow" the path the shorter the FSD cooldown an less and hull degradation. The difficulty of the "path" is dictated by the length of the jump compared to the ships max jump range, so jumping at or near (or even slightly over) the ships max jump range will be more difficult. Jumping to a Nav beacon would be much easier than jumping to a gravity well. Explorers with real flying skill would then get an advantage by being able to complete bigger jumps with less damage than less skilled rivals.
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Edit: Great minds?...
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