We can't have time acceleration, 'cos multiplayer. OTOH DB has said that SC is "time acceleration" (presumably he meant it fulfills the same purpose, kinda). But the fact is, i enjoy interstellar travel in previous Elites, but loathe and detest SC, and don't use it.
In classic Elite, you had 'torus jump' aka 'jump drive'. You hit the 'J' key, and surge forwards in a huge leap, covering maybe 5 minutes of flight-time in an instant. If you continue to hold the J key, the key repeat kicks in and it rapid-fires these giant leaps, basically like regular flight only in fast-forward. There's no countdown, it's instantaneous the moment you hit the key, provided you're clear of any nearby object, or else you hear the low beep of the 'mass-lock' warning instead.
Obviously there's no external view or autopilot in classic Elite, but this fast-travel mechanism was so immediate it didn't give you a second to relax - you're holding down the 'J' key the whole time, but with your other fingers still poised over the controls for the moment jump drive cuts out with that low 'beep' signifying mass lock again - usually meaning that either you'd arrived, or were about to be attacked, or else a low-threat random encounter with another ship or asteroid or rock hermit etc. Usually tho, it meant interdiction, by pirates or cops.
Point was, it was fast, responsive, did not break your immersion or pull you out of the zone of arcade focus, it was entirely elective, fully under control at all times, seamless (ie. set in normal space, no transitions), it was exciting (not knowing what might pull you out next, only that whatever it was, it would be appearing instantly), and it was fluid; starting, and stopping, the moment you press or release the 'J' key.
DB said he wanted to "recapture the immediacy" of the previous games. SC patently does not fulfill this criteria WRT Elite 1. It is practically its antithesis... opposites land..
So what about Elite 2 & 3 (FE2/FFE)? Here we have "Stardreamer" - time acceleration - fully user-selectable with five magnitudes to switch between. Again, it's instantly responsive and doesn't 'pull you out of the zone' - there's no countdown, it just starts the instant you select it, stops the moment you either stop it or get mass locked. Again, it's flight thru 'normal space', thus 'seamless', maintaining continuity of immersion, and so in terms of gameplay mechanics it is a direct replacement for torus drive in E1.
Furthermore however it is enhanced with the addition of player-selectable magnitudes (so, as if being able to dial up or down your torus drive), plus it toggles on or off (so no more holding down a key), plus we now have full autopilot and external views... and full-colour eye candy to pan around and take in - watching your ship use its various thrusters as it speeds up, slows down and adjusts thru intervening reference frames, passing other stars and planets en route to your destination, before making final approach manueovres to dock or land. Fast, fluid, fun.
So in summary, fast travel in E2 & 3 replicates everything we got from Torus drive in E1, gameplay-wise, with cherries on top. 'Immediacy' delivered.
Now compare SC in ED. It's no longer instantly responsive - we have to wait for a countdown. It's no longer seamless, nor set in "normal space". It no longer follows the standard mechanics of motion or momentum, instead speeding up and slowing down in highly unintuitive ways dictated by local gravity conditions and other weirdness, there's no autopilot, we had to beg for years just to get external views (and they're still totally unuseable for me at least), and nothing about the experience remains 'elective' - you have to sit thru the countdown, then sit thru the whole journey dementedly coaxing your ship up-a-bit, left-a-bit (without even heading and direction reticles to line up on!)... it's a dull, repetitive chore that absolutely shatters your sense of continuity and integration 'in space' - and which is totally devoid of any of the vestiges of spaceflight itself; no momentum to be managed - you're not even technically moving, since space itself is folding around you - if you can even get external views working then you're no longer able to keep it manually lined up on course, the only 'excitement' is the risk of interdiction and ensuing 'submit & jump' minigame, again transitioning in and out of "normal space" with countdowns, or else face a 5 min 1-on-1 slow pitching contest just to kill a single ship..
...it's as if ED has been designed by people who've only read about the previous games, or maybe spent an afternoon dabbling with one. It's not 'immediacy', it's not seamless, immersive, exciting or engrossing, it's not intuitive nor responsive... it's just dull, naff and tedious.
This is nothing like how the previous games played! You no longer set your own pace of play, but have to traipse along at its dithering, inflexible pacing. A semi-passive observer / player, force-marched to jump thru its hoops of how, when & where. "Cut engines and disengage SC when the random number on-screen hits 7" or whatever the procedure. That.. inanity, is all the 'game' they could come up with from actually flying a 100 tonne ship thru interplanetary space at ludicrous speeds? That is the new 'Elite'? The one we waited decades "for the technology to mature" for?
:|
/shuffles back to FFE