Minigame utility module and a new utility slot in all ships. Pls. Thx.Perhaps we can get an optional jump minigame module and the accompanying c1 module slot? We don't have enough hit points yet on our ships.
/s
Minigame utility module and a new utility slot in all ships. Pls. Thx.Perhaps we can get an optional jump minigame module and the accompanying c1 module slot? We don't have enough hit points yet on our ships.
/s
Except we're not really 'flying' when in SuperCruise, are we? Just centre on your destination, throttle up and wait. And now, with SuperCruise Assist, there's even less 'flying' involved.
why do you think you'll be making 100 jumps in a single sitting? you do now because there's nothing in between. Why is the act of jumping and traveling so loathsome? I get the feeling that neither of the last people read the suggestion or maybe they dont understand english.
Good point! I feel the same.How long it takes is only a problem now because the ONLY point in playing the game is to get to your destination. Everything in between, the part that takes the vast majority of your gameplay time is pointless and devoid of any redeeming qualities so you try to minimize it as much as possible by inflating jump distances and reducing the time and effort needed to traverse those distances.
I did a bit over 100 jumps the other night:Yeah, lets make 100 jumps even more tedious than it already is.
What I've learned in this community:
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.
.... I would not have been happy if I'd had to engage in an arbitrary mini-game each jump....
Fuel is used before the jump starts.How about an optional one that would give a bonus (fuel conservation for example, or structural integrity resistence while SC'ing in the next system) to people who do it succesfully? That way people who want a game can play it, and people who want to press 'J' repeatedly can enjoy that.![]()
Fuel is used before the jump starts.
Magic hull resistance in the next system seems rather gamey.
One thing which has been posited before is optional targeting of alternative entry points into a system. The skill with which you navigate the witchspace tunnel determines how close you are to your selected point. This, of course, is dangerously similar to mini-jumps within a system which negates the whole space-is-big thing.Fuel is used before the jump starts.
Magic hull resistance in the next system seems rather gamey.
Sounds like fun.One thing which has been posited before is optional targeting of alternative entry points into a system. The skill with which you navigate the witchspace tunnel determines how close you are to your selected point. This, of course, is dangerously similar to mini-jumps within a system which negates the whole space-is-big thing.
So play it safe and use the nav computer, which can only target the primary star, or play it dangerously (possible loss of hull, dumped far FAR away from your destination point, increased fuel use, whatever) and get a potential benefit (better fuel efficiency, drop out close to your destination point (which could be a station or planet), or whatever). Caveat: You need to have full cartographic data for your destination system onboard.
Posited (and demanded), certainly. Considered by Frontier? Not so much. It would, as you say, negate the whole space-is-big thing - with respect to destinations far from the system entry point.One thing which has been posited before is optional targeting of alternative entry points into a system. The skill with which you navigate the witchspace tunnel determines how close you are to your selected point. This, of course, is dangerously similar to mini-jumps within a system which negates the whole space-is-big thing.
If "playing it dangerously" became the META then there would be players who would complain (forever) if more fuel could be used - as that could leave them with less than required to leave the system.So play it safe and use the nav computer, which can only target the primary star, or play it dangerously (possible loss of hull, dumped far FAR away from your destination point, increased fuel use, whatever) and get a potential benefit (better fuel efficiency, drop out close to your destination point (which could be a station or planet), or whatever). Caveat: You need to have full cartographic data for your destination system onboard.
I did a bit over 100 jumps the other night:
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.... I would not have been happy if I'd had to engage in an arbitrary mini-game each jump....
I've been travelling from the bubble to Sag A for over a month. Nearly finished crossing the Empyrian straight last night while Wifey was out doing 'Le Roc', whatever that is. Started the evening with 300 jumps to Sag A, 155 to go. Then 6000 ly to Colonia for some much needed repairs. Then 20,000ly back to the bubble. In my Challenger that will amount to somewhere in the region of 2,600 jumps.
I like the interdiction minigame because it doesn't happen often. I don't mind the FSS, but I have to admit I quit scanning once I crossed Norma and started to race to Sag A instead as space madness was setting in. If I had to do 2600 minigames to get home I'd go well bibbledy. I mean Reaver on the edge bibbledy....
.... and with economical route plotting, a ship would be able to travel a huge distance in one "jump", with no risk / chance of being intercepted in any of the intermediate systems.I wouldn't say no to a mini-game that took you through several jump points until your fuel limit/max jump distance allowed. Something similar to supercruise turbulence, where you have to try and keep your ship centered in the tunnel. Failing it would drop you in the last plotted star with the standard hyperspace anim for loading content.
So if your ship could jump 5 times with the allotted fuel, you could jump them faster by doing the mini-game. Neutrons and white dwarfs would have to be excluded.
It would be a limited faster traveling option, with the sacrifice of system scanning, neutron jumps and fuel scooping. No fuel risk would be a serious consequence to bad route plotting.
You have a point there. Seems like an exploit. Or maybe it could be the thing to introduce "hyperspace mines" - some beacon devices dropped by a ship that could make it harder to cross a system in hyperspace (harder mini-game at that point), and risk forcing the player into an instance where the trap awaits..... and with economical route plotting, a ship would be able to travel a huge distance in one "jump", with no risk / chance of being intercepted in any of the intermediate systems.