Things to do while in Supercruise

TL;DR

Disclaimer: I think Supercruise being a timesink is totally ok and a major part of why ED feels vast and ownership of your vessel so personal. Do I have days I wish I went faster, yes. Would I change the game for it? No.

Idea: Activities that 'kill time' that can be undertaken while in the cockpit on a long supercruise haul. These range from simple, 20 to 30 second tasks or gimmicks to actual activities that could generate credits in small to medium quantities.

Their leading to you missing your destination because you didn't throttle down is totally ok, if not outright funny as well as immersive.


THE IDEAS

1) Ship Optimization: While hurtling through space you can temporarily 'optimize' ship functions for a few hours by tweaking software and settings manually. Making a mistake has consequences, including dropping you out of supercruise, because everyone knows not to cross the red and blue wires but you did it anyways.

"Optimize Modules" would be a menu item under "Functions" that results in a holographic pane opening directly in front of the commander (similar to station services, though not quite as large to allow minor peripheral vision). The pane would feature several categories for each module group: Weapons, Utilities, Shield, Engine, and Reactor.

Each category has a unique mini-game or series of tasks that can be performed in a number of ways to result in varying outcomes. Some could have guaranteed results - such as recoding the engine such that it guaranteed has a minor improvement to boost speed at the cost of the engine distributor charging slower.

Think of them as miniaturized (1 to 2% gains or losses) engineering. They don't really change ship effectiveness by a large margin so much as serve as a timesink with simple outcomes. Messing up is a minor, temporary penalty - the worst being dropping out of supercruise and incurring the minor hull damage from an emergency drop. Buffs/debuffs last for an hour at most.


2) "FSD Chicken": A mini-game in which a commander rigs their FSD exit trigger to a gyro sensitive to rolling the ship. Balance the gyro to prevent the trigger firing - fail and the ship emergency drops. Now with global leaderboards! Safety mode available for losers.

As a ship travels, the gyro inherently tilts with the ship due to gravitational forces experienced by interstellar bodies near and far. The further the FSD travels, the more unstable the gyro becomes as more and more feedback from the stellar bodies and natural functions of the FSD tilt it. To maintain the gyro's balance, roll the ship clockwise or counter-clockwise. Get too far off balance, the trigger hits and the ship drops supercruise. Each ship inherently plays a little different given varying sizes of FSDs.

A mode for 'safety on' is available to prevent actual supercruise drop - but the score will not be uploaded to the leaderboards. The best ten scores are awarded credits on a weekly basis (nothing major, top spot like 100k credits?)


3) Day-Trader Interface: Speculate on commodity prices in your local markets, using your credits to buy low and sell high on the fast-paced Stellar Stock Exchange.

Deposit a few thousand credits and start bidding and selling products on the market. Prices fluctuate constantly - holding too long may cost you for the day, but holding long enough may see you close high too! Basically a mini-game driven by an algorithm for randomly rising and falling prices.

Market runs on a 24-hour cycle with end of cycle cashing out the commander. A commander can enter and leave the market multiple times throughout the day. They could buy goods and sell them in the same supercruise sitting, or sell them later that day. Failure to sell by end of cycle cashes the stock for its closing value. Stock values run from 1 to 500 credits. Maximum buy-in of 20,000 credits each day (so it is feasible to turn that 20k into 10m if you bought all stock of 1 credit and you sold it for 500 that day...chances are this would be a very rare occurrence).


4) Read the News: Coming in 2018! Yay

This already exists, technically, via the navigation panel. Voice-over coming in 2018.


5) Polish the cockpit: Tired of that sun glare highlighting how filthy your cockpit is? No worries! New from That-Company-You've-Never-Heard-Of: FSD-Safe Cleaning Drones!

Steer a cleaning drone across that cockpit glass as you travel hundreds of times the speed of light. Marvel at how what was once a red nebula is now purple, with clear points of stars now visible! The commander deploys a cleaning drone to 'dust-off' the cockpit glass. Entering camera mode allows the drone to be steered onto other portions of the ship, removing detritus and dust from your vessel, leaving pristine nameplates and once-more shiny Pilot's Federation insignias.

Costs nothing to use, makes a pleasant squeaky noise on the glass when viewed from inside. 80's music optional to 'set the mood' for cleaning up your journey.


6) Crazy Feature: Walking in Ship - get up, stretch your legs, and see what lies behind door #1 (because, generally speaking, most ships don't even have a door #2). Ship continues hurtling through space with...uh...nobody watching the controls.

Chat with your poorly rendered passengers, visit the toilet you can't use thanks to your spacesuit, admire your dirty SRV (or clean it), give the SLF a once-over, or re-arrange those biowaste containers for the tenth time that day.

Being interdicted results in automatic failure to evade (because you weren't there to evade, duh), entering atmosphere prevents glide and results in hull damage, ship in normal space will continue at last set speed in a straight line...and will run into something potentially. Commander is automatically returned to cockpit if any of these occur.


7) Fill Out Paperwork to Reduce Fines: Why pay fines when you can call 1-800-DBT-RELF and get your debts reduced or even forgiven! This proven program has worked for millions of commanders and could work for you too! Just fill out this 12 page form in triplicate.

Commander can 'do paperwork' to remove fines or get credit vouchers against future fines. Paperwork is literally an interface that allows the signing of the name, answering of a series of questions, and could even utilize survey formats for the benefit of ED development of story or features. Typical form takes 5 minutes or more to complete.


8) Survey Planets at Distance: using an advanced surface scanner module, enter into turret deployed from the cargo bay that allows a full 180 degree view of the system while in super-cruise or normal space. Utilizing a simplistic navigation pane, target and then zoom-in on stellar bodies to scan them.

This allows for the efficient scanning of multiple bodies as the ship moves towards a single body. Control of the ship is completely lost, and stellar bodies at significant zoom could be difficult to manually track given the massive speeds involved. Unlike other super-cruise activities, interruption of super-cruise or normal flight does not result in automatic return to cockpit as this is an active module in use.


9) Deploy Targeting Camera: The commander's chair houses a targeting camera with enhanced zoom and rapid recognition software compared to standard cockpit interface.

For marveling at distant constellations and stellar bodies, or rapidly identifying distant supercruise signatures without manually turning the ship - limited to field of view of cockpit. Also handy for busting womprats in death gully...or large super-lasers in the wrong hands. Just a nifty 'headset' overlay.


What are YOUR timesink ideas? Keep in mind that they can be short-term (1 minute) as much as long-term. I personally wouldn't recommend anything that exceeds 5 minutes of dedicated time for both ship risk as well as use-case reasons.
 
What about turning the ship over to first officer or even the computer before walking around just go to functions sand hit autopilot to all two sub options will appear automatically refuel at all scoopable stars counting heat basically a hands off mode that works for most enemy vessels except thargoid vessels. The second option is for weapons whether to turn them over to npc gunners (all around effective against all mainline vessels except thargoid vessels) or turn the ship over to computer control (more likely to have your ship blown up by default thArgoid vessels would be redded out out without the proper equipment but you could filter wat vessels you want the gunners to target and wat tank
 
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original game had this option, DC that worked in local jump supercruise and auto dropped out when in range of station then docked you in.
 
I would appreciate a more comprehensive and easily accessible log of game data. Engineer mods and recipes. Market data for in-system markets. Graphical representation of system states and influence. If I have an advanced discovery scanner, I think it would be reasonable to have markers for conflict zones, res zones, etc. Color coding or graphical markers on system map for ring type and content status. BEST would be translucent overlays on the ship window of this content. Sigh...
 
I would appreciate a more comprehensive and easily accessible log of game data. Engineer mods and recipes. Market data for in-system markets. Graphical representation of system states and influence. If I have an advanced discovery scanner, I think it would be reasonable to have markers for conflict zones, res zones, etc. Color coding or graphical markers on system map for ring type and content status. BEST would be translucent overlays on the ship window of this content. Sigh...

Indeed, I could get behind just better data to peruse while in flight - system map always seems a bit unwieldy, especially in flight.
 
Mini Casino game, option to win lots and lots credits lol

A casino option within stations seems plausible - but onboard the ship might be a bit too immersion breaking. Call me picky, but I figured ideas for killing time should be somewhat related to ship operations.

That said, my idea on the market day-trader technically falls under this critique - it, too, would make more sense as a station service rather than a ship service.
 
A casino option within stations seems plausible - but onboard the ship might be a bit too immersion breaking. Call me picky, but I figured ideas for killing time should be somewhat related to ship operations.

That said, my idea on the market day-trader technically falls under this critique - it, too, would make more sense as a station service rather than a ship service.

no no what I meant was for those extremely long long local jump journeys where your out in the black with no threats lol and nothing to do except twiddle your thumbs
 
Yeah, I'm not seeing that happen. This is the heart of gold farming and an issue that drives most casual players to utter and complete distraction.

Yeah, as mentioned earlier...by my own admission...#3 seems more fitting for a station activity than a ship activity. Fact is, I love ED mostly for its immersion and sense of realism to being a commander of my own space yacht. Day-Trading doesn't fit that mold very well. I do think, as a feature, it has a lot of potential.

From an exploit perspective, it would be tricky to work around that but I have to believe there is a way to code it such that it isn't a useful means to credit farming. That said, in ED's current form RL farming is almost non-existent because there is no economy to really support it (you can, at best, swap cargo in space bought with farming credits). No player market either. Doesn't mean it should not be watched out for (I mentioned this in the Crime and Punishment page in terms of exploiting bounties) - exploits are best resolved by never implementing them in the first place.


Back on Topic...what do all of you think of the other ideas? Again, I'm trying to approach this from the perspective of devising activities that can break up the monotony of long in-system flights but not be immersion breaking. I really like the idea of mini-tweaking your ship for short-term gains or losses...just really speaks to me from the whole "this is my ship, there are many like it, but this one is mine" mindset. Feeds into the idea that, as a commander, I really know my ship too.
 
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Back on Topic...what do all of you think of the other ideas? Again, I'm trying to approach this from the perspective of devising activities that can break up the monotony of long in-system flights but not be immersion breaking. I really like the idea of mini-tweaking your ship for short-term gains or losses...just really speaks to me from the whole "this is my ship, there are many like it, but this one is mine" mindset. Feeds into the idea that, as a commander, I really know my ship too.

I think these ideas are decent, for the most part. I would read gal-net a bit more if I wasn't too concerned about doing loops of shame, or crashing into planets since my screen is full. I think a great counter to this issue (without changing much within the game) would be to have a custom set "timer" that would go off when your planetary/station target would be less than x amount of seconds away. I always drop to 75% speed when i'm exactly 7 second out from my planetary/station target, which means I rarely overshoot. It would be really helpful if there were to be a noise of some kind letting me know "hey buddy, you're getting close". I would feel free to do other activities, like holo-me, or Galnet.

That would solve a lot of my annoyances with supercruise.
 
It would be really helpful if there were to be a noise of some kind letting me know "hey buddy, you're getting close". I would feel free to do other activities, like holo-me, or Galnet.

That would solve a lot of my annoyances with supercruise.

So much this. I alt-tab to noodle around while i wait in supercruise. I can't even see the screen. A noise would be a lifesaver.
 
So much this. I alt-tab to noodle around while i wait in supercruise. I can't even see the screen. A noise would be a lifesaver.

More of a QoL feature than a thing to do in Supercruise...but you're both right in that it would make use of existing features a little easier. Fact is the timers are anything but accurate (given how they measure a mathematical formula most human beings would have trouble calculating on the fly). I could support a built-in "warn at 20, 30, or 60 second" function.

The alternative is to not even have a warning blip or sound but just relocate the timer on FSD to a location on the dash that is viewable from other windows like GalNet or the map.
 
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