Reduce travel time idea

The Pleiades are about 400ly from Sol. If it is taking you 30 jumps to get back to the bubble in the Pleiades, The first thing I would recommend would be to use any ship that isn't a T9, FDL, or made by Core Dynamics. The second thing I would recommend would be to fit the best FSD you can put on the ship you choose. If you do those 2 things, you can probably get your jump range up to about 20ly (or more), significantly reducing your travel time.

I have a fully eng combat Corvette and i have just about 18,5Ly, jump range and it take me around 28 jump to go to Maia From the founder world..

This is a good idea, but unfortunately this is not quite how the jump mechanics work. Yes, jumping further requires more fuel, but the relationship is not linear. each class of FSD has an exponential constant that is used when calculating fuel consumption for a particular jump. The exponential constants are as follows:
Class 2: 2.00
Class 3: 2.15
Class 4: 2.30
Class 5: 2.45
Class 6: 2.60
Class 7: 2.75

In practice, the fuel consumption for a particular jump is proportional to the distance to be jumped to the power of the exponential constant of the ship's FSD. This means that if I am in a Sidewinder (class 2 FSD) and I want to double my jump range, i would need to use (2^2)=4 times as much fuel. Likewise, if I was in an Anaconda (class 6 FSD) and wanted to do the same thing, I would need to use (2^2.6)=6.0629 times as much fuel.

Using the example you gave, If i had 4 jumps wort of fuel in my Sidewinder, I could use all of it and double my jump range, but if I was in my Anaconda, I would only 1.7044 times as much jump range. Overall, this idea is interesting, but it won't be as effective as you want it to be.

Knowing that you right it would not be as effective as i would like it to be but it would encourage people to use more Fuel tank and this 1jump should only work is you target a single system not by ploting route therefore it give an alternative for player to use it as they whish, with a big fuel tank and a good fuel scoop you could save many jumps but more refuel time.

Okay, so just like we could do in FE2 and FFE. I would be perfectly fine with this, it seems like it would be relatively easy to balance. I wouldn't hold your breath on this one though, we can already use jumponium to the same result, and I wouldn't expect the devs to make something that is objectively worse than something that is already in the game.

Yeah but you need to farm rare material from planets just to be able to use it and only the 100% boost is really worth it except maybe for explorers

If you want to get somewhere quickly, you can't do much better than a neutron star. Yes, it is a bit risky, but nearly all of the risk can be avoided if you know what you are doing. Also, the boost you get from neutron stars is anything but pitiful. A 4x multiplier to your jump range is quite significant. If you are trying to get somewhere quickly, using a neutron star is usually faster than doing 4 jumps.

Whit dwarfs on the other hand, well you got me there. I have never actually managed to get a boost from a white dwarf without hitting the exclusion zone. Either the exclusion zone is too big or the white dwarfs are too small to effectively get the boost (considering that I usually overheat at the exclusion zone, I would guess the latter). The boost you get from a white dwarf is quite pitiful when you consider that it is arguably more dangerous to get a boost from a white dwarf instead of a neutron star, and that you can get a better boost by using jumponium with zero risk involved.

Now, going back to your first idea, if you used all your fuel to do a jump with a neutron star....

I agree neutron star are very good but also quite rare.. and there is only 1 in the bubble i think.. so again only useful for explorers..white dwarf sux and useless potential unfortunatly
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As for the "hypercruise" thinking bad its probably a bad idea instead they should allow us to jump to anyway star within same system and give an autopilote that work similar to the autodocking it would mean no more overshoot and doesnt break any game mechanics
 
Great idea ! Take some rep. OP ;) The only thing i disagree is that about Neutrons, i would leave Neutron stars boost as it is now.
 
I have a fully eng combat Corvette and i have just about 18,5Ly, jump range and it take me around 28 jump to go to Maia From the founder world..



Knowing that you right it would not be as effective as i would like it to be but it would encourage people to use more Fuel tank and this 1jump should only work is you target a single system not by ploting route therefore it give an alternative for player to use it as they whish, with a big fuel tank and a good fuel scoop you could save many jumps but more refuel time.



Yeah but you need to farm rare material from planets just to be able to use it and only the 100% boost is really worth it except maybe for explorers



I agree neutron star are very good but also quite rare.. and there is only 1 in the bubble i think.. so again only useful for explorers..white dwarf sux and useless potential unfortunatly
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As for the "hypercruise" thinking bad its probably a bad idea instead they should allow us to jump to anyway star within same system and give an autopilote that work similar to the autodocking it would mean no more overshoot and doesnt break any game mechanics

The only thing I could think of for a "hypercruise" would be for it to immediately take you to maybe 3000-10000c, but you have to be going a certain minimum speed in supercruise before you can activate hypercruise. Effectively this means you have to be a certain distance from gravitational wells before it can be used.

Perhaps with hypercruise you could also extend the range of jumps. Here's what I mean: you go into supercruise and accelerate until you can use hypercruise. You aim at a system up to, I don't know, say, 3x your normal jump distance. Perhaps the speeds of hypercruise effectively reduces your ship mass by a certain factor, allowing you to perform a larger jump than you normally would at the cost of having to make a slower (but more engaging) buildup to the jump.
 
I really don't know why people are wasting their time with this, a) it isn't going to happen and b) I believe you only got supercruise because the players asked for it.
 
I really don't know why people are wasting their time with this, a) it isn't going to happen and b) I believe you only got supercruise because the players asked for it.

So to summarise? Don't try asking for stuff, because, "It isn't going to happen." And, sometimes when you ask for stuff, you get it.

Ok... That's clear now!
 
So to summarise? Don't try asking for stuff, because, "It isn't going to happen." And, sometimes when you ask for stuff, you get it.

Ok... That's clear now!

No it is:

a) that they said there will never be "micro-jumps" and I think they said there will be no "jump gates" but I might have mixed that up.

and the b) - careful what you ask for. ;)
 
No it is:

a) that they said there will never be "micro-jumps" and I think they said there will be no "jump gates" but I might have mixed that up.

and the b) - careful what you ask for. ;)

Well, I was under the impression they were not adversed to the idea of in system jumps potentially?

And as regards the notion of speeding up SC acceleration under some gameplay mechanics. If it simply helps get to a more sensible SC speed via a fun bit of gameplay, adds some virety and choice, without drasticaly reducing flight times, what's the problem?
 
I thought in-system jumps was something they were looking at.

But hyperspace gates and wormholes are a no no.

Although, random wormholes would be a cool feature.

I've suggested loads of stuff to make supercruise more interactive and fun.
 
I thought in-system jumps was something they were looking at.

But hyperspace gates and wormholes are a no no.

Although, random wormholes would be a cool feature.

I've suggested loads of stuff to make supercruise more interactive and fun.

yeah wormhole, i mean i like the idea but i dont think its good for the game, but the game still need an alternative ways to travel i think
 
Well, I was under the impression they were not adversed to the idea of in system jumps potentially?

And as regards the notion of speeding up SC acceleration under some gameplay mechanics. If it simply helps get to a more sensible SC speed via a fun bit of gameplay, adds some virety and choice, without drasticaly reducing flight times, what's the problem?

I think if we look at the issue of covering large distances via in-system jumps (eg: to a secondary star), surely it comes down to use for, (a) trading, (b) exploration?

For trading I'd suggest we don't want to allow significant travel speeds ups (eg: jumping to a secondary star), as this affects time/CR ratios, so given that, the next issue is covering large distance for exploration. And this is where I think exploration drones would plug the gap.

So you arrive in a system, look at your orrery map, and decide which bodies to explore (detail scan). You can then choose which to best do yourself, and which to delegate to the two exploration drones you have. You can then also determine the best place within the system to meet up at before exiting the system.


So personally, I think in system jumps (from a star to a star) are a bad idea. If something more subtle can be done however, such as allow you to escape a gravity well quicker via some nice technique (eg: my sling shot scenario), fine. It's simply a minor bonus and something to add some variety.
 
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I Just thought of something that could help, If they Give a larger limit of Speed/Distance for disengaging it would be awesome because 1Mm is not very much having it to 10Mm for exemple you could disengage from a lot further and saving a lot of time and having less of a risk to overshoot (yes i know the 7sec rule)

For trading I'd suggest we don't want to allow significant travel speeds ups (eg: jumping to a secondary star), as this affects time/CR ratios, so given that, the next issue is covering large distance for exploration. And this is where I think exploration drones would plug the gap.

I have done a lot of trading and most of the time the station i needed to go was close from the main star,

So you arrive in a system, look at your orrery map, and decide which bodies to explore (detail scan). You can then choose which to best do yourself, and which to delegate to the two exploration drones you have. You can then also determine the best place within the system to meet up at before exiting the system.

Wouldn't it be funnier ? if we could do that

Is Time/Cr ratio really that crucial,would it be to increased if traders can ocasionnaly jump to a nearby star, i mean we can make much largers sums of money via passenger missions for exemple
 
I Just thought of something that could help, If they Give a larger limit of Speed/Distance for disengaging it would be awesome because 1Mm is not very much having it to 10Mm for exemple you could disengage from a lot further and saving a lot of time and having less of a risk to overshoot (yes i know the 7sec rule)



I have done a lot of trading and most of the time the station i needed to go was close from the main star,



Wouldn't it be funnier ? if we could do that

Is Time/Cr ratio really that crucial,would it be to increased if traders can ocasionnaly jump to a nearby star, i mean we can make much largers sums of money via passenger missions for exemple

I'm not totally against in system jumps (eg: to a secondary star)... My initial throught was no, but it could well be those arguing for it, have simply throught it through more than me...
 
I proposed a system for travel that basically copies I-War... :p
(Because the travel in I-War was great)

Basically using Lagrange points and some utterly made-up science to allow for supercruise boosting, and micro jumps. Plus there's gameplay to be had at these locations, in the form of discoveries, wormholes, stations, piracy, etc.

Lagrange Points

It's locked now, but possibly worth a read.
Ignore the poor attempt at science. Lol

CMDR Cosmic Spacehead
 
I proposed a system for travel that basically copies I-War... :p
(Because the travel in I-War was great)

Basically using Lagrange points and some utterly made-up science to allow for supercruise boosting, and micro jumps. Plus there's gameplay to be had at these locations, in the form of discoveries, wormholes, stations, piracy, etc.

Lagrange Points

It's locked now, but possibly worth a read.
Ignore the poor attempt at science. Lol

CMDR Cosmic Spacehead

I've read it, seems like it could bring some interesting mechanics to the game
 
I think if we look at the issue of covering large distances via in-system jumps (eg: to a secondary star), surely it comes down to use for, (a) trading, (b) exploration?

For trading I'd suggest we don't want to allow significant travel speeds ups (eg: jumping to a secondary star), as this affects time/CR ratios, so given that, the next issue is covering large distance for exploration. And this is where I think exploration drones would plug the gap.

So you arrive in a system, look at your orrery map, and decide which bodies to explore (detail scan). You can then choose which to best do yourself, and which to delegate to the two exploration drones you have. You can then also determine the best place within the system to meet up at before exiting the system.


So personally, I think in system jumps (from a star to a star) are a bad idea. If something more subtle can be done however, such as allow you to escape a gravity well quicker via some nice technique (eg: my sling shot scenario), fine. It's simply a minor bonus and something to add some variety.

As for in-system jumps, I believe the only reason we don't have them is the interdiction minigame. Which nobody uses anyway, because you'll either submit and jump out or submit and fight (so it can be removed whatsoever with target submitting becoming the default outcome). It's obsolete. Still, it's there and interdictions are possible, so FD decided to artificially provide time for them to happen. Which is a shame, because I'd rather jump between astronomical bodies (not only stars, but planets and stations - basically anything you have in the navigation list) and on top of that have a good reason to go into supercruise, thus providing opponents with interdiction opportunities. I'm not talking here about instant teleportation, rather a sequence (similar to current witch space) when others can actually interact with your ship. They just have to be quicker about it :) Such solution would give FD the opportunity to re-think interdiction mechanics. Frame-shift disruptor guns perhaps? Where you hit your opponent and they are out to normal space like if they submitted with the current system. That's a subject for a different thread though.
My point here is that there isn't really any reason for supercruising to be the main mode of in-system travel. The only thing it does is consuming time, it doesn't provide players with any value worth that time. I'd rather jump between the points of interest (normal space -> in-system jump -> normal space) and use supercruise for discovering objects not showing after the honk (USS and such), getting to mining locations other than extraction sites and so on. Current in-system travel speaks volumes about developers' game design philosophy, which is the main reason majority of the threads on this forum exist - most suggestions and requests focus on either reducing the grind or providing better ways of filling the time spent in game.

Anyhow, in-system jumps change nothing when it comes to trading. As mentioned by someone before, you will typically trade between stations relatively close to the main star. My typical trading routes used to include stations within 100Ls from the entry point or not that much further away.
If you were able to slide / warp / hypercruise (or whatever you want to call the in-system jump) to stations further away from the entry point, it just means you are going to visit more places. It doesn't mean you are going to spend significantly less time trading. You'd shave just a few seconds in most cases, impact on time / CR ratios would be negligible.

As for the exploration... Would it really hurt so much if instead of "honk -> supercruise to a point A -> surface scan -> sypercruise to point B -> surface scan" you were doing "honk ->jump to a point A -> surface scan -> jump to point B -> surface scan"? Is it really so much of a problem that something in Elite doesn't take ages for once? It's not like you are doing anything worthwhile most of the time in supercruise (reading a book or watching something if the destination is far away - says a lot about the gameplay, really). Plus, you can be entirely sure that if the system is interesting, people would still supercruise for screenshots and general admiration of the visual side of Elite. I would be also in favour of sending out survey probes. But this again is a subject for a different thread.
 
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As for in-system jumps, I believe the only reason we don't have them is the interdiction minigame. Which nobody uses anyway, because you'll either submit and jump out or submit and fight (so it can be removed whatsoever with target submitting becoming the default outcome). It's obsolete. Still, it's there and interdictions are possible, so FD decided to artificially provide time for them to happen. Which is a shame, because I'd rather jump between astronomical bodies (not only stars, but planets and stations - basically anything you have in the navigation list) and on top of that have a good reason to go into supercruise, thus providing opponents with interdiction opportunities. I'm not talking here about instant teleportation, rather a sequence (similar to current witch space) when others can actually interact with your ship. They just have to be quicker about it :) Such solution would give FD the opportunity to re-think interdiction mechanics. Frame-shift disruptor guns perhaps? Where you hit your opponent and they are out to normal space like if they submitted with the current system. That's a subject for a different thread though.
My point here is that there isn't really any reason for supercruising to be the main mode of in-system travel. The only thing it does is consuming time, it doesn't provide players with any value worth that time. I'd rather jump between the points of interest (normal space -> in-system jump -> normal space) and use supercruise for discovering objects not showing after the honk (USS and such), getting to mining locations other than extraction sites and so on. Current in-system travel speaks volumes about developers' game design philosophy, which is the main reason majority of the threads on this forum exist - most suggestions and requests focus on either reducing the grind or providing better ways of filling the time spent in game.

Anyhow, in-system jumps change nothing when it comes to trading. As mentioned by someone before, you will typically trade between stations relatively close to the main star. My typical trading routes used to include stations within 100Ls from the entry point or not that much further away.
If you were able to slide / warp / hypercruise (or whatever you want to call the in-system jump) to stations further away from the entry point, it just means you are going to visit more places. It doesn't mean you are going to spend significantly less time trading. You'd shave just a few seconds in most cases, impact on time / CR ratios would be negligible.

As for the exploration... Would it really hurt so much if instead of "honk -> supercruise to a point A -> surface scan -> sypercruise to point B -> surface scan" you were doing "honk ->jump to a point A -> surface scan -> jump to point B -> surface scan"? Is it really so much of a problem that something in Elite doesn't take ages for once? It's not like you are doing anything worthwhile most of the time in supercruise (reading a book or watching something if the destination is far away - says a lot about the gameplay, really). Plus, you can be entirely sure that if the system is interesting, people would still supercruise for screenshots and general admiration of the visual side of Elite. I would be also in favour of sending out survey probes. But this again is a subject for a different thread.

Perfect ! thank you thats exactly what i am trying to say, good to see that im not the only one thinking that! lets pray for that to happen !! more gameplay !!
 
i thought of that a very long time ago, the longer the distance the longer you spent time in the Hyperspace cinematic with a fuel/Ly ratio to prevent unlimited jump

There's no technical reason they can't do mini jumps, and as far as I am aware the hyperspace cinematic is fixed in minimum length, basically to give the game time enough to load the data for the next system. When you sometimes get extended hyperspace transit times it is due to a slow or dodgy connection, basically you won't come out of hyperspace until the data for the next system is loaded, which is why you get stuck in hyperspace if you drop connection at that time.

Now as I understand they tested in-system mini jumps before beta, that brings up the problem of how to limit it to the stars in the system. You've already broken it away from only exiting at the most massive gravity source, and some gas giants are nearly as massive as stars, and quite often you get stars all through a system, so you end up being able to jump everywhere in some systems. In the end the mini jump testing even had the ability to jump to stations because they were navigation points. In other words secondary stars are at the moment only navigation points, just like stations, planets and asteroid fields, so if you allow mini-jumps to stars it also goes down the chin to other navigation points.

Yes you could add in some more complex stuff to limit it stars, more stuff for bugs to creep into, however it was found to be not a very engaging gameplay. Jump to system, jump to station, auto-dock, turn in missions, cargo etc, rinse repeat. people complain all the time about exploring being repetitive gameplay, jump, scoop, jump scoop. I suspect all you do by allowing in-system mini-jumps is adding more of the same for cargo missions. Oh just to add I don't subscribe to exploration being boring or repetitive, but I do a lot of things apart from jump scoops while I am exploring.

There are going to be differences of opinion on this, just as there are about every other single thing FDEV implement, but implementing every single player request I have seen would be a disaster of epic proportions, of that there's no doubt. I think we need to give FDEV the benefit of doubt, maybe they actually know what they are doing and don't do certain things for very good reasons we don't know, understand or in some cases accept.
 
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