Supercruise-placeholder? Or is this it?

I'm not arguing that there aren't more important things to work on, but really? Staring at a countdown timer is your idea of fun?

Yeah, I actually find it more fun than driving around a planet shooting rocks, or clicking buttons to see a dial turn just to get my ship once again to the same level as everybody elses.

Well I guess to each his own.
 
Bugs will never be fixed so let's not use that as a reason to hold the game back. A change to SC shouldn't introduce many new bugs anyway, because almost nothing *happens* in SC. Ideally it would be a change to one of the movement systems in the game and you could leave all the existing systems the way they are, bugged or otherwise.

I guess one aspect that could possibly be affected is the interdiction game-play now that I think about it. It would be a lot harder to catch someone if they are zipping around at ludicrous speed. Changes to super-cruise could open up a whole new world of problems unfortunately. You could theoretically never catch your target which could affect missions and what not. I guess there are always consequences with any changes which has been evident with ED for a while I think.
 
Reduce speed to 75% at 6 seconds remaining. That's it. Zero skill involved, unless you count staying awake long enough to notice that you're at 6 seconds a skill. Which sometimes it is.

No, that is the easy way. The fun way is to not reduce speed at 6 seconds, and instead use the planet to brake you. This does take skill, but when mastered reduces quite significantly the time taken for the last stage of the approach.
 
Tried this a number of times, fun, but I can never seem to get the distance from the planet correct, either I hit the exclusion, or I am too far so that the gravity does little to nothing.
i'm also screaming in at 100% throttle so that the planet seems to whiz right by (lucky to get between the rings and planetary body the approach is so fast).
 
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One of my biggest beefs of this game is SC.
Specifically the flight model of SC.
Forward only, no thruster, boost, fa off capability, yet for the average player, it's probably the type of flight we spend the most time in. I know it's the flight mode I have spent at least 80% of my time in (exploration, mission reasons, USS hunting).
I think it needs a redesign, lore be damned (if that's the reason for the flight model), needs some fun injected, or less time spent in it.
Flying in normal space is great, there must be a way to improve the SC flight model. Even a little.
Maybe it's me.

I think it's here to stay, like so many else of "place holder" mini-games...

Note: I suggested a long time ago offering a means to at least spice it up with by allowing a sort of sling shot mechanic to exit a gravity well via a specific (escape) path to at least increase your SC speed quicker... (see sig)
 
Tried this a number of times, fun, but I can never seem to get the distance from the planet correct, either I hit the exclusion, or I am too far so that the gravity does little to nothing.
i'm also screaming in at 100% throttle so that the planet seems to whiz right by.

In systems I am familiar with, I can manage to planet brake successfully around 60% of the time, I think. I don't always even try, though - sometimes I just take the easy option. Planetary braking is far more difficult in systems you don't know, especially when you discover that the space station isn't actually orbiting a planet at all! :D
 
Reduce speed to 75% at 6 seconds remaining. That's it. Zero skill involved, unless you count staying awake long enough to notice that you're at 6 seconds a skill. Which sometimes it is.
Well done, you have discovered the slow, unsafe, boring, skill-free and grindy way to supercruise.

Now try something more interesting:
- cut speed to 95% at 4 seconds remaining
- dive to about 45 degrees off-target and maintain that trajectory as a spiral path (the timer will drop to 3 seconds as you do this ... if it drops to 2, loosen the spiral, if it rises to 5 or 6, tighten it)
- twist the curve so that your spiral is in a plane normal to the sun-planet line to shake off interdiction
- haul your final approach close to the planet drop-out line to rapidly bleed off speed (be ready to go back to 100% throttle if it looks like you're bleeding off too much)
- be ready to hit the drop-out as soon as all the indicators go blue because you'll have about half a second before you overshoot
... and reach the station about a minute quicker than the person doing 75%/6seconds (with practice, anyway)
(This is obviously easier and faster in a ship with decent supercruise agility, but you can still save a fair bit of time even in an Anaconda)

Advantages of this:
- you have to actually pay attention to the controls, so it's more exciting (bonus points if there's a ring system to dodge or you can do a 'slingshot brake' off a nearby moon)
- you spend at least a minute less per system in supercruise, often better than that, so it's less boring (mid-gravity planetary approaches, if done right, can save 2-3 minutes)
- it makes it virtually impossible for most NPCs to even attach an interdiction tether (and makes it harder for players, though they can compensate)
- the other person has to wait for you to clear the medium pad on the outpost
 
I guess one aspect that could possibly be affected is the interdiction game-play now that I think about it. It would be a lot harder to catch someone if they are zipping around at ludicrous speed. Changes to super-cruise could open up a whole new world of problems unfortunately. You could theoretically never catch your target which could affect missions and what not. I guess there are always consequences with any changes which has been evident with ED for a while I think.

Right. Supercruise is the one aspect of the game that makes every ship even as well as appropriately reacting to gravity wells etc. Interdictions, fuel usage, even maneuvering are all effected. Still bringing back 'Witch Space' could get interesting. It was a Thargoid interdiction. After defeating them one would not return to the same normal space they left sometimes far away in another system. Not having a Fuel Scoop could be a bad idea. Now that Thargoids are a lot tougher and the interdiction game as designed we probably won't see it.
 
Yeah, I actually find it more fun than driving around a planet shooting rocks, or clicking buttons to see a dial turn just to get my ship once again to the same level as everybody elses.

Well I guess to each his own.

Material hunting is pretty bad too, could do with some life injection and a bit of agency. There needs to be something other than random luck for finding the rares.

There's no gameplay involved in the Engineer upgrades. That's your typical upgrade/crafting system you'll find in a hundred other games. Not really meant to have game play behind it, since the gameplay is supposed to be in the acquiring of the resources you're using to craft.
 
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There is no meaning to the Hutton Orbital Run. It just means you are wealthy enough in real life to let your computer run for 90 minutes while you took care of other stuff. ;) Seriously though: mini-jumps are fine with me as long as they are restricted to secondary stars with nav beacons. So only to stars where people live nearby. Still means the actual vastness of space is preserved in outer space.

Great idea mini jumps to nav beacons and secondary stars. So long as those who like to dress up as captain Kirk/Salome or whoever when they play can still SC the long way round, it would be a choice if you use the mini jump feature or not.
I would.
 
One of my biggest beefs of this game is SC.
Specifically the flight model of SC.
Forward only, no thruster, boost, fa off capability, yet for the average player, it's probably the type of flight we spend the most time in. I know it's the flight mode I have spent at least 80% of my time in (exploration, mission reasons, USS hunting).
I think it needs a redesign, lore be damned (if that's the reason for the flight model), needs some fun injected, or less time spent in it.
Flying in normal space is great, there must be a way to improve the SC flight model. Even a little.
Maybe it's me.

Using thrusters in Sc, at those speeds, would not make sense.

There are a few things I would like:

I love supercruise. It is a magnificent addition to this spacesim.
It is the perfect balance between extremely fast spacetravel and still being awed by the enormity of the universe.
Soaring past a beautiful star or planet is still a thrill and I must have done it thousands of times by now.

As far as far away locations in a system are concerned... I simply don't travel where I do not want to go.
I won't go to Hutton because it is too far away and has nothing to offer for my troubles.

I would like changes to supercruise.

CHANGE 1.
I want more player agency. I want to have more influence on flying in supercruise, more piloty things to do.
This could be done via pip management for example.
We might perhaps use pips to control certain aspects of sc travel. Pips in sc travel might influence different things compared to normal space travel.

CHANGE 2.
I also want the HUD to change its layout in supercruise with new HUD elements, just like it changes when you approach a planet.
I am sure FD could make something up to make it look cool and different and appropriate for Supercruise.
The HUD might give you an ideal travel solution by showing you a flight path to fly around a planet to accelerate and speed up travel.

I think these changes would serve to underline the differences between the different flight modes and would make us feel like real ace space pilots .

CHANGE 3.
I would like to be able to do in-system minijumps to other stars in the same system.
There could be rules for this to be possible:
0. Minijumps might only be possible when you are in supercruise (for fluffy technical reasons)
1. A second star has to be at least 50.000 ls (just an arbitrary number) removed from the main star for example.
2. You might need to fly 1000 ls away from the main star to be able to do a minijump
3. Minijumps might cause light damage to the FSD
4. Minijumps might consume a lot of fuel, because... reasons.
5. We might have to buy an expensive modification for the FSD to make minijumps possible.
6. Another tool FD might use to regulate in system mini-jumps could be some kind of jump inhibitor installation that prevents ships from doing a mini-jump in certain systems. For example a far away military installation, orbiting a second star in the system might have such a device to prevent enemy ships from jumping to it directly.

===================
ADDITIONAL GAMEPLAY
===================

SC boost (proposed by Conch)
---------------------------------------------
when triggered a mini game pops up like interdiction, if you fail you are not far from where you started and have damaged your ship.

Stealth Supercruise speeds (proposed by Levianova).
----------------------------------------------------------------------------
Any speed in supercruise under 50km/s should render a ship invisible to scanners. with only a dim visual spec shown to others. This gives ambush mechanics more room and will allow players to have the opertunity to hide and scan for thier assasination targets.

My thoughts about stealthy supercruise:
I would absolutely love those kind of mechanics to be in the game.
I am not sure about the details, but in principle I think this is an extremely cool idea.

Perhaps this might be combined with some kind of signal dampening suite / stealth suite that one has to install to make this fully effective.
The necessary size of this stealth suite module might depend upon the size of the ship. For example a large ship needs to use a size 5 to be effective, a medium ship needs to use a size 3 and a small ship needs to use a size 1 or 2.
It might be cool to have an exception. For example the Clipper could count as a medium ship for this purpose. Perhaps the Imps designed it from the ground up for the purpose of stealth (it's just an idea, I don't fly the clipper myself).
Of course the stealth suite would be very expensive. Even the smallest size will cost several millions.

Also ships might be completely invisible in SC for ships that are outside of a certain range, lets say 500 ls, when a ship is inside that range it can be seen as erratically an flickering unresolved signal. The enemy is unable to identify what kind of ship it is.
Also when authority ships detect those type of scrambled signals they will always investigate and intercept.

Of course stealth suites might be illegal in certain jurisdictions.

Perhaps there could be a size restriction too: Perhaps large ships can't use this mechanic.


Supercruise "Overspeed" (proposed by Cosmic Spacehead )
----------------------------------------------------------------------
Supercruise Overspeed
Overspeed is essentially allowing your ship to throttle past 100% in supercruise.
Not a turbo, or boost, just pushing your FSD harder for increased acceleration only.
With the downsides of heat generation, and increasing fuel consumption(if that's possible).
I have no exact figures to go by, or a huge understanding of supercruise itself, so this may all be a load of tripe. Lol

Anyhoo, to engage Overspeed, you simply accelerate beyond 100%, and a warning will flash saying "Overspeed".
For Throttle/Hotas users, 100% throttle is around half way up the physical throttle, and Overspeed is from then on.
For gamepad/keyboard users, the throttle will stop incremental increases at 100%, until you press throttle up again.
Overspeed automatically disengages on deceleration phases of supercruise, but ideally, you would not want to be Overspeeding towards your target that late.
To disengage Overspeed, simply pull the throttle back to the middle, or throttle down using the gamepad/key.

As soon as you hit Overspeed, your heat generation begins to increase, faster the more you push it. Same with fuel.
At the very top end of the Overspeed throttle is a 10% Danger Zone, this means your FSD is working way beyond its limits, and will start taking damage. Handy for getting out of a pickle, but will require repairs afterwards.

Now, why all this?
Mainly, to increase the interactivity in early stages of supercruise, not so much middle stage.
Also, it works very well with the Dirty and Clean Drives Modification.

Dirty drives will be far less effective in supercruise, due to heat, but much faster in normal space. And clean drives are much more effective in supercruise, but not as good in normal space.
This would add an additional choice between Dirty and Clean Drives, as well as overall heat efficiency of your ship.
 
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Yeah, I actually find it more fun than driving around a planet shooting rocks, or clicking buttons to see a dial turn just to get my ship once again to the same level as everybody elses.

Well I guess to each his own.

At least with driving around a planet looking for and shooting rocks you're actually doing something, as opposed to doing literally nothing while you passively wait for a timer to run out;)
 
Material hunting is pretty bad too, could do with some life injection and a bit of agency. There needs to be something other than random luck for finding the rares.

There's no gameplay involved in the Engineer upgrades. That's your typical upgrade/crafting system you'll find in a hundred other games. Not really meant to have game play behind it, since the gameplay is supposed to be in the acquiring of the resources you're using to craft.

There's reason why it it same as in hundred other games - because power creep. Those are serious upgrades giving you massive advantage over your opponents. Calls for making it more 'agency' like or skill like...problem is that is very hard to do (sans we don't have Engineer missions) and minute someone figures out how to 'maximize' a ..... out of specific mission run....it will be never ending battle devs can't really win because lot of players don't want to really play their games neither...they just want to full around with powerful stuff.

There are small things that can be improved and 3.0 is step in right direction but expecting getting Engineered weapons being 'agency based' rail road...not really gonna happen.

Also obviously it is gameplay. Not maybe something you enjoy but still gameplay.
 
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For those that were around in the beta, we actually had Fa-off in SC, you could do proper slingshots etc.

Not sure why it was removed - I was crap at SC back then, OK now - and there is more to it than throttle down at 6. Well probably not in Morbius or Solo, but hey.

Simon
 
For those that were around in the beta, we actually had Fa-off in SC, you could do proper slingshots etc.

Not sure why it was removed - I was crap at SC back then, OK now - and there is more to it than throttle down at 6. Well probably not in Morbius or Solo, but hey.

Simon

It wasn't intended that way, it was just a glorious bug.

As for supercruise being boring...I see supercruise as environment where stuff happens, where I can discover strange signal sources and get help to people, or get blasted off by massively OP NPC pirate. Devs give you a choice to engage...or not.

Calling supercruise as it is a placeholder is just pointless jab. Can SS improved? Yes and I am certain they will be as they have been in the past (random in time vs. spatial, threat levels, etc.). FD can also add POIs, etc...all such things engine allow them to do.
 
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

This!
 
I'm glad you find it amusing. :D I myself find the suggestions of reducing the perceived burden of space flight in a space flight game exceedingly amusing as well.

Well not everyone can afford the time to fly to the Mun in realtime like a true hardcore gamer like you, so we hit time acceleration in KSP. I guess we're missing out on the best part, right?
 
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

bounder nailed it. When I first fired up ED in 2014, and went into SC, it was the first thing I went "uh?", and thought sincerely the first few months it WAS a placeholder. A huge step back from previous Elites.
 
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