Slipstream
TL;DR
Once you've travelled a certain distance from the primary star of the system you're in, and once you've reached a certain speed in supercruise, you can choose to enter a slipstream or space lane that allows you to travel towards a destination star system, or directly to any body in that star system you're able to target.
Details
It would be a rate of travel far faster than normal supercruise, but considerably slower than a hyperspace jump.
I would suggest an effective constant slip speed of about 5,300,000c which is around 10ly per minute.
Reaching the destination should be much like exiting hyperspace, where you're automatically pulled out, and find yourself near to the target body, travelling at minimum supercruise speed.
Logging out pulls you out of slipstream into normal space of the last star system you passed, at the outer limits of that system.
You would see the actual systems and bodies passing by as you travel through the lane, provided they're in or near your course.
Fuel usage should be fairly low (considerably less than hyperspace jumps of equivalent distance), as travel this way should be considered like freeway miles.
FSD Interdictors should not be able operate at slipstream speeds. This may make the slipstream the preferred space trucker's highway, though other dangers or challenges may be introduced, such as greater importance placed on your FSD's integrity rating, which may dictate how far you can set your destination as a way to control "jump" range, or in this case maximum slip range, after which the usual cool down period applies.
The Discovery scanner cannot be used on passing systems whilst riding the slipstream. This, as well as the comparatively much longer travel time (including the initial travel out from the star and acceleration time), makes the slipstream a poor alternative for deep space voyaging. However, explorers can benefit from using the slipstream to reach bodies closer to the outer rim of a system in more reasonable time, which means more of the galaxy will be personally explored.
The slipstream would also mean that more of the missions to distant bodies in a system will be taken up, EDIT:however it will need to be considered whether slipstreaming within the same system is allowed, or whether a body in a different system must be targeted, in order to justify the larger rewards given for long distance missions. Otherwise the rewards would need to be rebalanced. ADDED: Slipstreaming from one part of a system to another would not be viable, as at 10ly per minute all local destinations should be considered as too close. Further, to prevent abuse of the slip lanes whereby a pilot could hyperspace jump to a nearby system in order to quickly slipstream back directly to a different body in the system they just left, I suggest a mechanic called something like FSD Stream Affinity that would prevent pilots from slipstreaming to two different locations in the same system within a defined period (say 30 minutes), because their FSD drive would be pulled towards their last exit point in that system. This would be similar to how new rifts are drawn to the location of a previous rift in the same area, in Feist's Riftwar series, if you've read it. I think that would largely mitigate concerns over perceived "Fast Travel" related issues.
Accompanying this feature, I would recommend that normal supercruise acceleration and top speed are increased, and that an option is made available to override automatic speed reduction when flying near to bodies in supercruise. It could be something as simple as leveraging the boost button whilst in supercruise to override slow downs, and having the rate of acceleration increase incrementally after reaching discrete speed markers, provided you're at full throttle, which would make it easy to avoid increased acceleration when required. These acceleration rate increases could be engagingly handled in-game by a steadily blinking throttle meter and a crescendo warp sound as you approach a speed marker, followed by the visual impression of your ship lurching forward in a short burst as you pass each speed marker.
This feature would be synergistic with the ability to scoop fuel from gas giants, if there's any intention to implement that, as commanders would not always be coming out of stream near a star.
Balancing
Positives
Negatives
TL;DR
Once you've travelled a certain distance from the primary star of the system you're in, and once you've reached a certain speed in supercruise, you can choose to enter a slipstream or space lane that allows you to travel towards a destination star system, or directly to any body in that star system you're able to target.
Details
It would be a rate of travel far faster than normal supercruise, but considerably slower than a hyperspace jump.
I would suggest an effective constant slip speed of about 5,300,000c which is around 10ly per minute.
Reaching the destination should be much like exiting hyperspace, where you're automatically pulled out, and find yourself near to the target body, travelling at minimum supercruise speed.
Logging out pulls you out of slipstream into normal space of the last star system you passed, at the outer limits of that system.
You would see the actual systems and bodies passing by as you travel through the lane, provided they're in or near your course.
Fuel usage should be fairly low (considerably less than hyperspace jumps of equivalent distance), as travel this way should be considered like freeway miles.
FSD Interdictors should not be able operate at slipstream speeds. This may make the slipstream the preferred space trucker's highway, though other dangers or challenges may be introduced, such as greater importance placed on your FSD's integrity rating, which may dictate how far you can set your destination as a way to control "jump" range, or in this case maximum slip range, after which the usual cool down period applies.
The Discovery scanner cannot be used on passing systems whilst riding the slipstream. This, as well as the comparatively much longer travel time (including the initial travel out from the star and acceleration time), makes the slipstream a poor alternative for deep space voyaging. However, explorers can benefit from using the slipstream to reach bodies closer to the outer rim of a system in more reasonable time, which means more of the galaxy will be personally explored.
The slipstream would also mean that more of the missions to distant bodies in a system will be taken up, EDIT:
Accompanying this feature, I would recommend that normal supercruise acceleration and top speed are increased, and that an option is made available to override automatic speed reduction when flying near to bodies in supercruise. It could be something as simple as leveraging the boost button whilst in supercruise to override slow downs, and having the rate of acceleration increase incrementally after reaching discrete speed markers, provided you're at full throttle, which would make it easy to avoid increased acceleration when required. These acceleration rate increases could be engagingly handled in-game by a steadily blinking throttle meter and a crescendo warp sound as you approach a speed marker, followed by the visual impression of your ship lurching forward in a short burst as you pass each speed marker.
This feature would be synergistic with the ability to scoop fuel from gas giants, if there's any intention to implement that, as commanders would not always be coming out of stream near a star.
Balancing
Positives
- Lower fuel consumption than hyperspace travel
- Avoids interdictions
- Allows arrival at any target body in a system
- No stopping required at systems along the route path.
- Creates a scenario for more varied onboard activities and roles during longer slip runs
Negatives
- Considerably longer travel times
- Initial speed and distance from star requirements to enter a stream
- Maximum slip range is restricted by fuel and FSD integrity rating
- FSD Integrity rating determining the slip range means that selecting FSD class and engineering options will be a choice between better single jump range or better fastest slip range
- FSD Stream Affinity restricts ease of immediately sequential travel to distant bodies within the same star system
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