No more high-range FSD buffs, thanks!

How long is considered a full evening of play? And where are these places that the actual game play is starting?

For reference, I am back in the bubble doing some things to prepare for the new update, and a friend of mine was taking his Corvette to the community goal. He has a 17 LY range, and my FDL has a 19ly range, and it took us all of about 15 minutes to meet up there.

For me about 2hrs of jump/honk/odd planet scan is all i can take in one sitting,the problem being i know there will be no gameplay at the end of most evenings except the evening you actually reach your destination.

I turtle around the bubble in my 21.5ly FAS,personally im fine with that,can see why others wouldnt be. With that kind of range most things in the bubble are within a reasosnable amount of jumps for me,especially considering its outfitted for combat

Its when you go outside the bubble on say a 3000ly+ trip the mechanic starts to breakdown for me. Way too much repitition with no reward imo. No skill involved either,its just time spent really.
 
For me about 2hrs of jump/honk/odd planet scan is all i can take in one sitting,the problem being i know there will be no gameplay at the end of most evenings except the evening you actually reach your destination.

I turtle around the bubble in my 21.5ly FAS,personally im fine with that,can see why others wouldnt be. With that kind of range most things in the bubble are within a reasosnable amount of jumps for me,especially considering its outfitted for combat

Its when you go outside the bubble on say a 3000ly+ trip the mechanic starts to breakdown for me. Way too much repitition with no reward imo. No skill involved either,its just time spent really.

And see, my preferred game play starts way further from the bubble than that :D I tend to find combat, PvE and PvP both to be eye bleedingly boooooring (tm) and tedious after about fifteen minutes.
 
I agree. More FSD buffs should be nerfs and FSD blueprints removed from the game. It just reinforces the view that "exploration" is all about jump range.
 
And see, my preferred game play starts way further from the bubble than that :D I tend to find combat, PvE and PvP both to be eye bleedingly boooooring (tm) and tedious after about fifteen minutes.

Thats fair enough,thread is about jump ranges though. Not combat. I have opinions on combat like everyone else too:)

Nothing to stop anyone starting a thread about combat and laying out there problems with it and seeing how others feel about it. Using it to try keep jump ranges down seems a strange arguement to me.

Simple fact is we can put across our points and maybe FDev will look at it or not and adopt it or discard it. Ulitimately its their opinion of jump ramges that will matter.
 
But if its not about jump range why does it matter if ranges are boosted?

It's just as much about trade and doesn't need to be boosted particularly for the same sort of reasons. Trading anywhere one jump away would be pretty silly.

Traveling far distances in the game is option and what makes them far is essentially time investment.
 
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Thats fair enough,thread is about jump ranges though. Not combat. I have opinions on combat like everyone else too:)

Nothing to stop anyone starting a thread about combat and laying out there problems with it and seeing how others feel about it. Using it to try keep jump ranges down seems a strange arguement to me.

Simple fact is we can put across our points and maybe FDev will look at it or not and adopt it or discard it. Ulitimately its their opinion of jump ramges that will matter.

It is about jumprange as jumprange applies to exploration and navigation, not as it applies to bubble related activities, so really, those things never really should have been brought up in this thread at all, and yet the biggest advocates for an increased jumprange are those who rarely if ever leave the bubble. I would not be opposed to the idea a few pages back where travel in the bubble is related to nav beacons, and hell, for all I care, within the bubble to stars with nav beacons, let the murderhobo Vettes wing up and one click go anywhere.
 
I dont subscribe to the one jump anywhere idea. Just that jumps ranges can go up without it being too much of a hinderance to any particular activity.

Some seem to be saying not only cap it at current levels but it could be reduced. Thats regressive imo. Find a way to make it worth it or make it less of an issue. The way elite works making it worthwhile isnt going to be easy so minimising it to me seems to be the way to go. All the while still allowing players to manually control how far their ships can jump via module choice and engineers.
 
I dont subscribe to the one jump anywhere idea. Just that jumps ranges can go up without it being too much of a hinderance to any particular activity.

Some seem to be saying not only cap it at current levels but it could be reduced. Thats regressive imo. Find a way to make it worth it or make it less of an issue. The way elite works making it worthwhile isnt going to be easy so minimising it to me seems to be the way to go. All the while still allowing players to manually control how far their ships can jump via module choice and engineers.

Totally agree that we can't go backwards, but increasing it will absolutely further trivialize that navigational aspects of this game, and I will reiterate that exploration and navigation do have competitive aspects to be the first as we all play in the same galaxy. Systems and routes can only be discovered once. From there one out, they are traveled to.
 
Think of it like this. Colonia would essentially be void of any meaning in the game if it weren't far away and took some investment to reach. It doesn't take as much as it did, of course, but at least it's something. People that don't want to travel the distance to get to Colonia have no reason to bother with it in the first place.

Candy doesn't taste sweet if you have no basis for comparison. Not a perfect analogy, but you get what I mean.
 
It is about jumprange as jumprange applies to exploration and navigation, not as it applies to bubble related activities, so really, those things never really should have been brought up in this thread at all, and yet the biggest advocates for an increased jumprange are those who rarely if ever leave the bubble. I would not be opposed to the idea a few pages back where travel in the bubble is related to nav beacons, and hell, for all I care, within the bubble to stars with nav beacons, let the murderhobo Vettes wing up and one click go anywhere.

But thats exactly the problem,players wont leave the bubble because they know the time sink it is. Increased ranges,improved gal map plotting,its no mystery that these have been added. Im sure FDev would love to see more players leave the bubble but it seems a lot of players dont see it as good gameplay. Looks to me like FDev have responded with the QoL updates

Personally it was the Palin trip that killed my will to explore. Took a 35ly conda out to just past the crescent nebula and back,just after the half way point i actually pondered giving up the game for awhile,jump/honk/scan ad nauseum was really getting to me.

Only two things will get me back out there,ranges that dont make it so painful or if theres a chance of finding something meaningful. Been waiting years for some meaningful stuff to be out there,random encounters etc but dont see that coming anytime soon so what are we left with?
 
Think of it like this. Colonia would essentially be void of any meaning in the game if it weren't far away and took some investment to reach. It doesn't take as much as it did, of course, but at least it's something. People that don't want to travel the distance to get to Colonia have no reason to bother with it in the first place.

Candy doesn't taste sweet if you have no basis for comparison. Not a perfect analogy, but you get what I mean.

What generates a sense of accomplishment for you generates a self of relief for me,as in finally ive reached my destination.

Part of the challenge of colonia to me looks to be playing in a much more restricted way ie low grade modules,smaller ships etc
Just getting there is not the point of colonia,its the way being there would force you to play thats the challenge imo

Getting there just requires time.
 
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What generates a sense of accomplishment for you generates a self of relief for me,as in finally ive reached my destination.

Part of the challenge of colonia to me looks to be playing in a much more restricted way ie low grade modules,smaller ships etc
Just getting there is not the point of colonia,its the way being there would force you to play thats the challenge imo

Getting there just requires time.

It wouldn't be as restricted, if you could call it that, if it didn't take as long to get there.

So again, its only real significance is its distance from the bubble and the effort involved in getting there.

Personally, I'd just take whatever I want from the bubble, or have it shipped over, so for me there's really no restriction in outfitting or the like, but that's kind of beside the point.
 
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It wouldn't be as restricted, if you could call it that, if it didn't take as long to get there.

So again, its only real significance is its distance from the bubble.

Guess we will have to agree to disagree there. I still think if the top jump range was say 100ly's that it still would not be a trivial journey for a lot of people,myself included. Particularly if the intent was to come back to the bubble.
 
As entertaining as this discussion has been, there's really no point in worrying about creeping jump ranges since we are already well into peak jump range.

FSD ranges cannot increase more than another 2.6% to 2.8% (citation needed) due to processing and memory limitations of the consoles.
 
Guess we will have to agree to disagree there. I still think if the top jump range was say 100ly's that it still would not be a trivial journey for a lot of people,myself included. Particularly if the intent was to come back to the bubble.

Is that omitting the "neutron highway" or not? Last I heard it takes less than two hours to get to Colonia for some, and likely with an average jump range of over 100 Lys.
 
Is that omitting the "neutron highway" or not? Last I heard it takes less than two hours to get to Colonia for some, and likely with an average jump range of over 100 Lys.

Thats omitting the highway. Colonia is not the only place people may want to go.
 
Preemptively... But but but, why should I have to stare at 1000 *sigh* booooring loading screens to take my battle murderhobo Vette to the new galaxy? If you want to watch 37 hours of netflix to get there, your sure can, but why should I have to play the way you want to play? Don't force your game on me!

Wouldn't dream of forcing my game upon anyone and there is nothing to stop you coming up with different ideas. Maybe any black hole could be the power source. Also love your idea of any new galaxy having a real fog of war.
 
Ok, here's a thought experiment for you guys.
What if the FSD had different ranges based on mode?

Tethered jumps would be between systems with Nav Beacons - the hyperspace route is well understood and the FSD can optimize the jump allowing extra range - say 50% more than now.
Partially tethered jumps would be between a system with a Nav Beacon and one without, or vice versa - the route is partially known and the FSD has to work a bit harder - allows the current range.
Untethered jumps are between systems without Nav Beacons - the hyperspace route is not known and tests the FSD to its limits - resulting in pre-engineered type max ranges.
Jumponium and Neutron Boosts would still apply multipliers as currently.

Does this kind of system meet everyones needs for FSDs?

Fast travel in populated space.
Restored scale to unpopulated space.

I think I like this idea.
 
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