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

Well, as for the topic at hand, no, space should not be smaller, space should feel immense. ED nailed this one completely, no game that ever saw sunlight mimics the immenseness of space like this game. It should stay that way.

That being said, the jump sequence could (if possible) be reduced in lenght... WHile at supercruise, you are actually playing as things can happen to you, even if they rarely do, the same does not applies to hyperjumps, as we are just staring and waiting, with zero input.

I know that the jump sequence is used to load the instance for the next system in route. But we could start at least by getting rid of the 5 second countdown... There is no need for countdown, I pressed the jump button voluntarily, I waited while the FSD charged, I will have to wait a bit while the jump animation plays, no need for those extra 5 seconds.

I dream of the day that the jump with be a fast zoom in into the target star, watching a small bright dot zoom in and become a huge fireball. I know that for technical reasons that may never happen. But at least we could dump those 5 seconds for the countdown...
 
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A little wisdom for the OP.:cool:


"So you run and you run to catch up with the sun but it's sinking
Racing around to come up behind you again.
The sun is the same in a relative way but you're older,
Shorter of breath and one day closer to death."

LLaP

S1E

So I give you:


Space is infinite, it is dark
Space is neutral, it is cold
Stars occupy minute areas of space
They are clustered a few billion here
And a few billion there
As if seeking consolation in numbers
Space does not care, space does not threaten
Space does not comfort
It does not speak, it does not wake
It does not dream
It does not know, it does not fear
It does not love, it does not hate
It does not encourage any of these qualities
Space cannot be measured, it cannot be
Angered, it cannot be placated
It cannot be summed up, space is there
Space is not large and it is not small
It does not live and it does not die

It does not offer truth and neither does it lie
Space is a remorseless, senseless, impersonal fact
Space is the absence of time and of matter
 
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Instead of assigning some arbitrary number to jump ranges, it should be based on the fuel in you tank.
Let's say you have 16t of fuel which gives you a maximum range of 100ly. It would be nice to be able to make a 100ly jump, or something close to it. Adjust FSD's so better ones allow you to use a bigger percentage of your max fuel.
The drawbacks would be running out of fuel if you land in a system with no outposts and no scoopable stars, and you would still have to take considerable time to refuel based on your fuel scoop so your trip wouldn't be instantaneous.
 
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Instead of assigning some arbitrary number to jump ranges, it should be based on the fuel in you tank.
Let's say you have 16t of fuel which gives you a maximum range of 100ly. It would be nice to be able to make a 100ly jump, or something close to it. Adjust FSD's so better ones allow you to use a bigger percentage of your max fuel.
The drawbacks would be running out of fuel if you land in a system with no outposts and no scoopable stars, and you would still have to take considerable time to refuel based on your fuel scoop so your trip wouldn't be instantaneous.

Not sure if you're kidding or not because that is exactly how it works. The size of your FSD and the mass of your ship feed into calculating how much fuel you need to make a particular jump. Higher grade FSDs can swallow more fuel in a single-jump gulp which is why they can jump you further at a given weight. The upper limit is just way less than a full tank in all ships, usually around 25% in a hull with the default tank and an upgraded FSD.
 
Instead of assigning some arbitrary number to jump ranges, it should be based on the fuel in you tank.
Let's say you have 16t of fuel which gives you a maximum range of 100ly. It would be nice to be able to make a 100ly jump, or something close to it. Adjust FSD's so better ones allow you to use a bigger percentage of your max fuel.
The drawbacks would be running out of fuel if you land in a system with no outposts and no scoopable stars, and you would still have to take considerable time to refuel based on your fuel scoop so your trip wouldn't be instantaneous.

I'd say because if that was the case, we're spending more time in the jump animation, where there is litteraly no game play to be had.

Where, with the current mechanic, there is potential game play between jumps, even if it is usually just lining up for the next jump, or honking the scanner, or fuel scooping, or evading/not evading interdictons...


I mean, think of smuggling. That mode of travel would change that game play completely.
 
Not sure if you're kidding or not because that is exactly how it works. The size of your FSD and the mass of your ship feed into calculating how much fuel you need to make a particular jump. Higher grade FSDs can swallow more fuel in a single-jump gulp which is why they can jump you further at a given weight. The upper limit is just way less than a full tank in all ships, usually around 25% in a hull with the default tank and an upgraded FSD.

I'm talking about removing the 25% cap, or whatever it may be now and just basing it on the maximum amount of fuel you are carrying. It could still be adjusted for mass and cargo while allowing for a further jump that just burns more fuel.
 
When they include the ability to walk inside your ship, they should change the jump mechanic, and instead of short jump, the ship should jump the distance that its fuel capacity allows.
The longer the distance, the longer the ship spends in the tunnel.
That is when you get up and do things inside your ship.
Better FSD makes that time shorter and more fuel efficient to allow for longer distance.
 
I'm talking about removing the 25% cap, or whatever it may be now and just basing it on the maximum amount of fuel you are carrying. It could still be adjusted for mass and cargo while allowing for a further jump that just burns more fuel.

Right, and then the forums would be filled daily with people whining that they made a jump, ran out of fuel and died because of the incredibly stupid design that lets them use their entire fuel tank in a single jump and they didn't notice it was a non-scoopable star without any stations/outposts or planetary bases they could refuel on, or even better, they couldn't GET to them because they used all their fuel in the jump.
 
I'd say because if that was the case, we're spending more time in the jump animation, where there is litteraly no game play to be had.

Where, with the current mechanic, there is potential game play between jumps, even if it is usually just lining up for the next jump, or honking the scanner, or fuel scooping, or evading/not evading interdictons...


I mean, think of smuggling. That mode of travel would change that game play completely.

I don't think the jump animation would be any longer. It's basically a loading screen for the system you are jumping to and it takes the same amount of time whether you are jumping 5ly or 35ly.
As for smuggling, you would still have to beat any interdictions or scans when you arrive at your target system and NPC's don't seem to have a problem finding you, and if you are traveling further than your max range the additional time required for refueling in a system would mean more opportunity for those to happen.
 
I don't think the jump animation would be any longer. It's basically a loading screen for the system you are jumping to and it takes the same amount of time whether you are jumping 5ly or 35ly.
As for smuggling, you would still have to beat any interdictions or scans when you arrive at your target system and NPC's don't seem to have a problem finding you, and if you are traveling further than your max range the additional time required for refueling in a system would mean more opportunity for those to happen.

I'm not sure that it shouldn't be longer though. I mean, if you're going 7 times as far...

then again, in game presently it makes no difference whether you're going 7 Ly or 40 Ly I suppose, so I'll let that one go.


And I'm not sure, for smuggling, all those instances are a chance to blow it. You remove the number of opportunities for failure and success rates go up all around. It gets easier.

Even worse that that, consider how much faster it will be to go that same distance if I only have to jump twice instead of 15 times. I'd make it there in about 5 minutes vs 15.

You say fuel scooping should slow us down, but I doubt it will enough.

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Not trying to      on your ideas or anyting, CMDR. Sorry if it seems that way, but I think that style of travel would have some pretty heavy consequences. Just being honest.
 
Not trying to on your ideas or anyting, CMDR. Sorry if it seems that way, but I think that style of travel would have some pretty heavy consequences. Just being honest.

I appreciate the civil discussion, unlike some other posters who I'm probably not allowed to call out by name.
 
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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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.
IIRC in-system jumps is a thing that was promised by FD...
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I partially agree. But the main problem here - all those people, big ships etc, still had to spend ~1.5H doing something else while the game is running. Such waste of time is bad and wrong. Which was mentioned in the video in first post. If there was any way to avoid those travel by cooperating with other CMDR-s, something like deployable beacon (not just option in ship interface as wing beacon is now) which allows hyperspace jump to it, with some complications/drawbacks like it being destroyable and jumping ship needing to have some special equipment... that would be great...
 
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Right, and then the forums would be filled daily with people whining that they made a jump, ran out of fuel and died because of the incredibly stupid design that lets them use their entire fuel tank in a single jump and they didn't notice it was a non-scoopable star without any stations/outposts or planetary bases they could refuel on, or even better, they couldn't GET to them because they used all their fuel in the jump.

1. To keep from running out of fuel, 5-10% could be set aside as a reserve. Pretty simple.

2. Do you even read what you post before you hit the submit button? Where exactly do you get off calling someone "incredibly stupid"? I already know what your response will be. Something like, " I didn't call you stupid, just the idea". Well no, it's the exact same thing. I don't know who you are, what you do for a living or where you are from, and I don't really care. I sincerely hope you don't talk to people in real life the same way you post here. Where I'm from, if you indiscriminately called people "incredibly stupid", sooner or later you would find your teeth not in their original location.
 
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No no no and no.. I wish these kinds of threads would just go away and die somewhere.

Sorry, but a large part of the enjoyment of this game is the sense of realism (within some boundaries of gameplay). If you want to travel far, then it's something you need to plan for and is part of the experience of the game. I really hope FD takes these types of request with a pinch of salt. I want to feel like I'm really travelling across the galaxy when I choose to go somewhere. There are plenty of options available to 'speed up' travel distance, such as lowering the mass of your ship, buying extra fuel tanks and so on.

FD already sped up the flight in SC and so in the last release to keep some folk happy. One other thing I've noticed - since upgrading to the GTX970, dropping in and out of SC is pretty quick now. I presume because the GPU is computing the next scene much faster now.
 
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