Space is big... may be too much big for a game ?

Thats where opinions differ. I personally love the supercruise implementation. Can't think of a better mechanic myself.

FDev themselves are aware of the excessive times it takes to move within systems. They will introduce multiple jump points. I'm looking forward to them, but I hope they leave Hutton Orbital the way it is. There is no way that a game like this can really convey the mind-boggingly immense vastness of space, but at least Hutton Orbital reminds us that it's a bit longer than a trip down to the chemists.
 
Anyway, I'll stop derailing the thread.
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you know its true :p
 
I just got back from my first really decent exploration session (out to eagle nebula and back total of about 18,000 ly) and I can sympathise that exploration is pretty mind numbing at the moment......but I also agree with the others here saying that that is the point of it......space is big and needs to stay this way to let us all be in awe of that "bigness". Maybe the engineers update will allow us to fabricate some "super drive" to allow longer jumps by crafting from rare materials, that's a good idea so if you want to update your jump range on an asp to like 100 or 200 ly then it's possible by doing some legwork. Another thing I think would be nice would be for there to be something a bit more interesting out there to find.....rather than same looking sun, same looking planets apart from the odd really wild planet. But then who is to say there isn't....and we havent found it yet......thats what exploration really is after all.......I say leave the mechanics as they are otherwise.

As someone great once said..... "Space is big. Really big. You just won’t believe how vastly hugely mindbogglingly big it is. I mean you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to space."
 
I think what D. Braben was saying in that video is that you cant just set a course and go watch TV or play card game or chess within the game. And its true because one jump takes aprox. one minute, after the jump if you dont pay attention to flying your ship u end up pulled by a star
 
In X3 you have a thing calld SETA which is time compression, but I dont think that kind of thing would suit ED
 
Jumps are not the worst, at least you got to press a button every 5 seconds. The supercruise implementation on the other hand is dreadful.

This - I can go 350+ ly in 15 min or so using FS, but it takes me 20 min to fly in SC from the star to a station 20,000ls out? Gahhhhh.....
 
The OP does have a point of sorts though...

That hyperspace sequence is getting on my nerves - mind you, I'm in an extremely grumpy mood this week so just about everything is getting on my nerves ;)

I just wish the hyperspace sequence was, uh, different, in some manner which I can't articulate right now. Something which made it somehow more interesting.

It's not the speed of travel which is annoying. For example; shifting 1000LY in an hour or so is pretty darned impressive. It's the whole cooldown thing and then having to watch that hyperspace sequence for the N,000th time which has now become grating for me. Initially it was "wow this is cool", now it's "oh $deity that screen...".

It's one of the major reasons why I'm burnt out on exploration for now. And perhaps the game in general, for a bit. (Again that could be down to a cloudy mood)

Regards o7
 

rootsrat

Volunteer Moderator
do you remember this video ?
https://www.youtube.com/watch?v=9612CgOr3lE

ahhh golden times...

btw look at 5:48

question from Cutter: ''Since space travel will be long and boring... ''
answer from David Braben ''Nobody wants to create a boring game made only of long travel sessions, space travel will not take weeks .. it will take seconds...''

WRONG !

Yesterday it took me 1 hour (real time) to travel from X to Y [mad]

jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand
jump
wait for cooling system..
..aaaaand

jump
wait for cooling system..
..aaaaand

.....
.....
.....


ins't MAYBE the case to create some ''shortcuts'' or another way (may be powerfull long range engines or whatever) to reach some places faster please ?


thoughts ?

.

There already is a way to speed up the process. Go to planets, collect resources, enhance your FSD with the boost.
 
There are a million threads on this.

It is a fundamental part of the game, too late to change it now and from what I've seen only a minority of people want it.

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Hutton orbital?
Also current CG station where we are supposed to buy rares from takes ~20 minutes of supercruise to get to.

That is the whole point though. It makes for a challenging CG. Team up fill big ships. The Hutton Mug CG is without doubt the best CG I took part in.
 
There are a million threads on this.

It is a fundamental part of the game, too late to change it now and from what I've seen only a minority of people want it.

This is correct.

It's the entire backbone of the game, something that sets it apart from anything else out there. There never was or never will be a way for it to change.
 
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1000lyrs per hour for me if I don't dilly dallie, I'd say that pretty damn quick. As for the supercruise mode, I like it, I think it fits perfectly for getting around at light speeds. All I can really offer is learn2patience.
 
It takes 30 seconds to Jonk. Now, excluding time spent in witch-space and fuel scooping, that gives you a distance travelled of 3600LY an hour.

Soooooo..........where exactly did you travel from/to that took you an hour?
 
I can see both sides of this one.

On the one hand I love the sense of scale that ED gives the galaxy. To walk out at night, look up and know that almost every point of light I can see up there is a place I can visit in the game is awesome. To feel that sense of galactic scale as you travel around equally so. On a galactic scale, even with the capabilities of ships with a decent jump range we're still on the level of early sail-navy when it comes to navigating our world.

On the other hand I can totally relate to the OPs frustration. There have been many times when "something" has been happening "somewhere" in the ED universe and I've wanted to participate, looked at the galmap and thought "ugh... " at contemplating the journey to get there in time. Some of these opportunities than got discarded because I didn't want to do the tedious travel. In my case, that's just another reinforcement of the sense of scale but I can 100% sympathize with players getting frustrated with it.

Is there a solution that would be acceptable to the folks frustrated by it that wouldn't break the sense of scale? I don't know. What follows is just blue-sky speculation, barely even worth categorizing as "ideas"...

1: We already have one "travelling station" - it is moved manually by FD in downtime but could "carriers" that we can dock with move automatically - during the daily BGS update tick, perhaps? They could be on a set schedule, known routes. It wouldn't eliminate the "local travel" - you'd still have to get to the nearest system where carriers stopped, travel from the nearest stop to your destination and you'd have to wait out the carriers travel time, but you could do that offline.

2: The possibility to fit an "auxiliary FSD" in internal compartments to increase your jump range. Like jump boost on steroids, but unlike jump boost via synthesis it takes an expensive piece of gear fitted to your ship, takes up space/power etc, all the usual outfitting tradeoffs. I wouldn't expect it to be simply an "extra FSD" that makes your FSD effectively "bigger" on a linear scale - the auxiliary unit could be less fuel-efficient, more power-hungry etc than the primary FSD. We can already fit extra fuel tankage and to use this potential item we'd almost certainly have to.

3: For SC - could the SC "top speed" or "maximum acceleration rate in a given gravitational field" scale with the class of the FSD? We're all familiar with "surf the six, fear the five" - what if a lower grade of FSD was into overshoot territory at 6, so those cmdrs were surfing the seven instead? And a higher grade isnt into overshoot territory until the time-to-go meter drops to four or three? Could there then be a "SC booster" module that works with your FSD to make it perform better in SC? It would still take a while to get to Hutton Orbital but SC would become less "mechanical" which would reduce the frustration factor, you'd have to take into account your outfitting when plotting your SC trajectory. Some way that SC performance could vary could play into the interdiction mechanic too, how "easy" your ship is to interdict, how well an interdictor could chase you down and get into position...

Like I said, just throwing these out there for consideration and they are not fully thought through.
 
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