Idea for supercruise

I don't know if this is the right place to post this, but I think it would be cool if Elite: Dangerous had a StarTrek-like warp system.

You have to slowly increase the speed of the ship in supercruise. The bigger the ship, the slower it goes in supercruise. If a ship tries to go too fast, the hull of the ship will slowly break apart and modules will malfunction.

Also, you can eject the warp core. ejecting the warp core will require you to input a code (eg. ->, ->, <-, ->). The warp core will provide a huge decoy target and you will vanish of all sensors. You can't jump to other systems, but you can still use supercruise (only up to 10c, though). The cost of replacing a warp core is 10,000cr (sidewinder) to 10,000,000cr (anaconda-class).

These are just some of my ideas.

Or alternatively they could leave it like it is, because that seems to work well enough.
 
how bout no.

wall all the way with you till you said we would take hull dmg from going to fast.... we already do fly face first into the nearest big gravity well and it auto drops you and EVERYTHING has taken a few percent dmg.

NEXT
 
Please go and re-read the post. I have changed it because I decided that hull damage would be a bad idea.

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Do ships not have engines in ED or am I missing something?

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By the way 1c is the speed of light so 10c means TEN TIMES the speed of light
 
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1. The planet I bounty hunt at is 1,670 ls (almost) from the station I bounty hunt at. My home station is <20ls from the arrvial star.
2. The ship could have a backup core, for emergency only. Also you can't hyperjump without a warp core
 
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I don't know about the other ideas, but I have always felt it a bit weird that the ED equivalent of a battleship, the Anaconda, travels exactly as fast as a fighter jet analogue Eagle while in supercruise. In fact, the Anaconda actually travels faster overall when you factor in its greater jump range.
 
Please go and re-read the original post. I have made some changes to it based your guys' suggestions and comments. :D
 
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I'm following it up to the point that I eject my powerplant. Then I'm in a ship with no powerplant. Gameplay options would seem to hit a natural limit at this point.

Also, small ships travel slower? Hmm. We have a thread on page one that features half the forum berating someone for wanting an autopilot, nice of you to give the other half of the forum something to do :D

Is that a complaint or complement? Honest question.
 
Please go and re-read the original post. I have made some changes to it based your guys' suggestions and comments. :D

Oh, might want to, when you are happy with the iterations, post it in the Suggestions and Feedback Sub forum

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What situations would you envision need to "eject the core"?

Just when the Power Plant at 0%?

With having a variable max speed to mass, how would that interact with the current max speed depended on distance from Gravity well?
 
And if your tens of thousands of LS away from the nearest station? Which isn't exactly that uncommon

I mean jeez, to get to hutton orbital at 10c would take a whopping 188 hours...

I wouldn't mind if this could happen, so long-distance travel can become very challenging if you are prone to loose your "core" or even your ship. Moa challenge moa betta! And the game really needs some challenges (and no, grinding isn't one). In a universe, where FD was planning to overhaul their basic game mechanics, I'd consider it a good idea to make both high and low wake a bit riskier and more exciting. Maybe with alternative strategies, like large ships bringing replacement cores for smaller ships... rescue missions... Ah, if ED just was KSP... Well... wait.. I got KSP installed. :D
 
I don't know if this is the right place to post this, but I think it would be cool if Elite: Dangerous had a StarTrek-like warp system.

You have to slowly increase the speed of the ship in supercruise. The bigger the ship, the slower it goes in supercruise. If a ship tries to go too fast, the hull of the ship will slowly break apart and modules will malfunction. You can however go above the threshold by a little bit. The hull damage would a fomula. Formula = (hull-damage-per-minute = amount-over-threshold/unladen-mass)

Also, you can eject the drive. ejecting the drive will require you to input a code (eg. ->, ->, <-, ->). The drive will provide a huge decoy target and you will vanish of all sensors. The cost of replacing a drive is 10,000cr (sidewinder) to 10,000,000cr (anaconda-class). If you eject the drive, you use a backup drive. You can only fly up to 10c and can't hyperjump to another system. The high price for the drive replacement is so smugglers wouldn't abuse the feature. The drive ejection would be a "if everything else fails" option, a last resort.

Sounds good to me Numba One. Make it so!
 

Deleted member 38366

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Hm, for SuperCruise "cloaking", I'd rather see heatsinks and low temp builds, including nearby hot Objects that prevent detection of nearby Ships. Speed/Throttle setting could be a big factor.

Scenario : you want to reach a Station in a busy CG location but you'd rather go "low profile"

Result :
- SC speed (or Throttle Setting for that matter) affects Sensor visibility to other Ships.
- at very low SC speeds, very short range pickup Ranges. Takes time to reach anything but allows for a Stealthy approach.
- at idle (30km/sec), only minimal Signature
- at high speed/Throttle Setting, you'll get there much faster but risk easy detection over the known, long ranges
- cool running Ships have a generally lower Signature, hot running Ships a generally higher Signature

This would permit very vulnerable Ships to increase their survival chances at the price of a longer exposure to danger (longer Vul time).
All that time they'd see other Ships (Hunters, Pirates, Killers) cruise around them, while constantly having to fear being discovered.
Go fullstop (30km/sec) to minimize signature? Or panic and jam the Throttle to max, hoping to reach the Station in time?

On the other side, Hunters could lay traps. By staying low themselves, they'd hide their own signature and lure for unsuspecting prey for a surprise attack.

IMHO such a game of "Cat & Mouse" would lead to very interesting and challenging results.
Optimize the Ship for lower temp with all its sacrifices? Carry a set of heatsinks allowing to hide the Signature for a precious ~10sec fullspeed burst per limited launch?

Visual Pickup would be limited to the same restrictions obviously.
 
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Oh, might want to, when you are happy with the iterations, post it in the Suggestions and Feedback Sub forum

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What situations would you envision need to "eject the core"?

Just when the Power Plant at 0%?

With having a variable max speed to mass, how would that interact with the current max speed depended on distance from Gravity well?

To answer your questions:
1. If you are ganged up on by 3+ wings (ejecting the drive gives a 0%(?) heat signiture)
2. The powerplant doesn't have anything to do with it. Unless modules are prioritized the drive doesn't work anyway, IIRC.
3. The formula would take gravity wells into account, allowing you to go above the threshold when say, near a star (if thats what your asking)
 
I wouldn't mind if this could happen, so long-distance travel can become very challenging if you are prone to loose your "core" or even your ship. Moa challenge moa betta! And the game really needs some challenges (and no, grinding isn't one). In a universe, where FD was planning to overhaul their basic game mechanics, I'd consider it a good idea to make both high and low wake a bit riskier and more exciting. Maybe with alternative strategies, like large ships bringing replacement cores for smaller ships... rescue missions... Ah, if ED just was KSP... Well... wait.. I got KSP installed. :D

I'd saw flying back thousands of LS at 10 c wold be pretty grindy for me! :p
 
I'd saw flying back thousands of LS at 10 c wold be pretty grindy for me! :p

Only if flying back was the only option. But it would open up rescue mission scenarios. Think of fuel rats. There could be a repair task (when "space legs" come, wouldn't it be fun to run through your ship and repair the core?).
 
I don't know if this is the right place to post this, but I think it would be cool if Elite: Dangerous had a StarTrek-like warp system.

But it already has a drive system, an Elite-like drive system !

You have to slowly increase the speed of the ship in supercruise. The bigger the ship, the slower it goes in supercruise. If a ship tries to go too fast, the hull of the ship will slowly break apart and modules will malfunction. You can however go above the threshold by a little bit. The hull damage would a fomula. Formula = (hull-damage-per-minute = amount-over-threshold/unladen-mass)

The flight model last I heard is pretty much set in stone, it's the one thing the devs consider 'finished'.

Also, you can eject the drive. ejecting the drive will require you to input a code (eg. ->, ->, <-, ->). The drive will provide a huge decoy target and you will vanish of all sensors. The cost of replacing a drive is 10,000cr (sidewinder) to 10,000,000cr (anaconda-class). If you eject the drive, you use a backup drive. You can only fly up to 10c and can't hyperjump to another system. The high price for the drive replacement is so smugglers wouldn't abuse the feature. The drive ejection would be a "if everything else fails" option, a last resort.

A kernel of an interesting idea in there I think.
 
The flight model last I heard is pretty much set in stone, it's the one thing the devs consider 'finished'.

I wasn't suggesting to change the flight system, just some new features. Also, this would only affect the supercruise flight system.
 
To answer your questions:
1. If you are ganged up on by 3+ wings (ejecting the drive gives a 0%(?) heat signiture)
2. The powerplant doesn't have anything to do with it. Unless modules are prioritized the drive doesn't work anyway, IIRC.
3. The formula would take gravity wells into account, allowing you to go above the threshold when say, near a star (if thats what your asking)

If it is not the power plant your ejecting, if it the FSD, then the ship wont manage any fraction of C
Also why would that reduce the ship to 0% heat, espcially if it is still some how capable of getting to 10C?
 
Bla bla bla something cool happens but... balance* if something else happens baaaaad

*because every idea on this board must have BALANCE

Meh
 
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