My premise since the game was first released: Travel takes up the majority of your activity in the game and it's a loading screen. Unacceptable. When it's not a loading screen, it's you repeating the exact same activity (keep pointing at the destination and adjust speed to safe zone) in supercruise. Boring.
Solution:
Jumps: Make jumping a mini-game. Instead of movie that plays while everything loads, instead this should be an interactive mini system that the player navigates. Reaching your destination or falling short depends on your skill at navigating the wormhole. The type of system and distance could dictate the difficulty in reaching it. Failing to reach it would drop you in a closer system.
Bonus: An engineer could mod your ship to remove safety features that keep your ship from jumping off course. Allowing you to activate the jump drive while purposely triggering a mis-jump. This randomizes the mini game and allows you to navigate to any system in the galaxy (though, oddly you wont ever appear to be able to mis-jump into an unobtainable permit system). The fuel use for a mis-jump would be the same as the original, with the amount dictating the percentage chance of which system you may end up in in relation to the distance from your starting point.
The loading of assets for the destination system would happen at the conclusion of the minigame. So that movie portion would be somewhat different from current, but could also be sped up by opportunistically loading multiple potential systems during the mini-game and then dropping the ones that the player doesn't end up in.
Supercruise: This one is hard because it's so fundamentally bad. And implemented different from the books because the books were written with at least a tiny bit of common sense.
Get rid of 3d space from supercruise. You're in hyperspace in supercruise. So many stupid things occur by incorrectly implementing supercruise like some uber fast way of traveling in normal space. It's not.
With this change, we can render supercruise environments completely different from the normal space environment. Both in distances between destinations and in environmental hazards and player/ship hazards and abilities. Instead of time-sinks being a limiting factor / barrier to achieving something, we can make supercruise travel hazardous but short, requiring pilot skill while simultaneously avoiding potential enemies. Flight characteristics could be altered while in supercruise, shields, weapons, and radar all would be altered in supercruise. You wouldn't look like little faeries of light, but instead you'd look normal-ish to others in supercruise. Those not in supercruise wouldn't see you at all. The background visuals and environment could be heavily filled with plasma/fog that obstructs your view of anything distant and obstructs your radar.
To see a system in the traditional view you would have to drop out of supercruise and return to normal space.
Solution:
Jumps: Make jumping a mini-game. Instead of movie that plays while everything loads, instead this should be an interactive mini system that the player navigates. Reaching your destination or falling short depends on your skill at navigating the wormhole. The type of system and distance could dictate the difficulty in reaching it. Failing to reach it would drop you in a closer system.
Bonus: An engineer could mod your ship to remove safety features that keep your ship from jumping off course. Allowing you to activate the jump drive while purposely triggering a mis-jump. This randomizes the mini game and allows you to navigate to any system in the galaxy (though, oddly you wont ever appear to be able to mis-jump into an unobtainable permit system). The fuel use for a mis-jump would be the same as the original, with the amount dictating the percentage chance of which system you may end up in in relation to the distance from your starting point.
The loading of assets for the destination system would happen at the conclusion of the minigame. So that movie portion would be somewhat different from current, but could also be sped up by opportunistically loading multiple potential systems during the mini-game and then dropping the ones that the player doesn't end up in.
Supercruise: This one is hard because it's so fundamentally bad. And implemented different from the books because the books were written with at least a tiny bit of common sense.
Get rid of 3d space from supercruise. You're in hyperspace in supercruise. So many stupid things occur by incorrectly implementing supercruise like some uber fast way of traveling in normal space. It's not.
With this change, we can render supercruise environments completely different from the normal space environment. Both in distances between destinations and in environmental hazards and player/ship hazards and abilities. Instead of time-sinks being a limiting factor / barrier to achieving something, we can make supercruise travel hazardous but short, requiring pilot skill while simultaneously avoiding potential enemies. Flight characteristics could be altered while in supercruise, shields, weapons, and radar all would be altered in supercruise. You wouldn't look like little faeries of light, but instead you'd look normal-ish to others in supercruise. Those not in supercruise wouldn't see you at all. The background visuals and environment could be heavily filled with plasma/fog that obstructs your view of anything distant and obstructs your radar.
To see a system in the traditional view you would have to drop out of supercruise and return to normal space.