Right now it seems that the time involved in getting there, being nearly half way across the galaxy and off toward the core, is the main thing that distinguishes Colonial from other places and what can give some people a feeling of accomplishment reaching the place.
Traveling and overcoming vast distances, seeing the galaxy, nebulae and the like, slowly moving by, is a part of the appeal of exploration and travel in the game to me, monotonous as the jump honking mechanic might be to some.
I'm open to some other suggestions as well. In general, I like the idea of having neutron stars having some skill based mechanic around them and providing a significant boost. Getting to Colonia in an hour and forty minutes though does seem a little excessive to me, but that still seems like more of a fringe case scenario, if I'm not mistaken.
The OP is a little off, and was initially more a response to those who want fast travel all over the place and call the game dumb and boring for not having it.
I think that you are right in that getting to Colonia should feel like an accomplishement to the player, and that the player should get a sense of scale involved however :
1) From my experience with navigation (450Klyr) above 2h the sense of scale turns into boredom / frustration. I Really think that > 2h, skill is the dominant factor for the sense of accomplishement.
2) I got a much higher sense of accomplishement from getting to Rho Cas, crossing the rift in the sparse part and reaching very high above the plane than crossing 10's of Klyrs. That is : challenges that one overcome by skill way better than challenges that one overcome by throwing time at it.
3) Compared to most games, investing 2hours just to get from A to B is already quite a feat. Would we not have a better game if instead of 5-6h of boring gameplay, we had 2h of challenge ? It would still be slow paced...
About fast travel : if FD puts it in, it has to be hard. And I mean, really damn hard.
E.g. : say FD adds wormhole. Well, I would be against it because it would make everything easy, right ?
Unless :
1) said wormhole are one-way only
2) only last for some time before closing (i.e. one has to find them, but they are unstalble and last only for an unknown amout of time)
3) Appear in some environnement you can "guess", and can be triangulated via ? hyperspace anomalies ? or whatever skill based method you come up with
4) the exit point is highly dependent on a difficult SC piloting phase* (i.e. do it wrong => exit go knows where with the ship offline 10km above a 2G world, or super close to a WR star or other such stressfull situations XD)
5) has the risk of seriously damaging the ship if one lose control / mess the piloting up.
6) has the risk of dumping you into witchspace infested with thargoids if you mess the SC insertion.
And voilà : you get something that relies on skilled exploration and possibly lead to group cartography efforts, requires piloting skill and carries a real risk. It would still be time intensive (find it, get to it, etc...)
but it would also be quite fun and rewarding (e.g. cross 3Klyr in one go).
*One could imagine something like manually piloting in a branching Hyperspace tunel : hit the "walls" => Thargoid fish food, take the wrong turn => damn that planet ground is close. Why is the ship offline XD
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