Please reduce travel times in the bubble

Why can't we engineer the SC times?
get there 10, 20, 50 or 90% faster?

SC to Hutton in 9 minutes with a 90% reduced SC cruise.

If Hutton were only 9 minutes away, it would lose everything that originally made it unique and would be just another nameless outpost.

No one would have named their group after it, there would never have been any CG for the creation of a rare commodity, and I certainly never would have gotten my free Anaconda.
 
Why can't we engineer the SC times?
get there 10, 20, 50 or 90% faster?

SC to Hutton in 9 minutes with a 90% reduced SC cruise.

I've suggested supercruise FSD engineering before .
It becomes a choice of what's more important to you then, speed or range.

All my local mission runner ships and PvP ships would have the speed modifications, and my taxis and exploration ships would have range.
 
If Hutton were only 9 minutes away, it would lose everything that originally made it unique and would be just another nameless outpost.

No one would have named their group after it, there would never have been any CG for the creation of a rare commodity, and I certainly never would have gotten my free Anaconda.
Me too, it was a long haul but that's where I got Porkchop (my annie). We have been inseparable ever since! 🐷
 
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Frameshift jumps benefited from a visit to the engineers. Whenever I get a new ship I take it over to Felicity Farseer to get her to do something about the tedium of system jumps.

It would be great if there was an engineer who could do something about Supercruise. I'd rather be twiddling my thumbs for five minutes instead of ten.
I had a trip out to some station the other night: 340kly in supercruise! I was actually forced to talk to my wife for 10 minutes to help pass the time. Frontier are such fiends!
 
It isn't about time, it is about not having anything to do during that time. The solution I and others want isn't to shorten the time, because, again, time isn't the issue. Lack of gameplay is.

Somehow being able to use the fss during long trips would help. Spacelegs offers tons of opportunities. But in any case, a game where large amounts of time are spend doing quite literally nothing is poorly designed in that aspect. And saying "well, maybe this game isn't for you then." is silly by default, and laughably so when you tell it to someone who has played thousands of hours since launch and is triple elite. :p
I have gone to find Liz Ryder to help me unlock some engineers who can help me with beam lasers etc. She lives in a very interesting part of the galaxy! I did a couple of missions to get on side with the locals and I have had pirates literally queuing up to mug me. I've had to get a ship-launched fighter to help even the odds because taking on pairs of anacondas and souped-up pythons was getting a bit much for Porkchop* to handle. Supercruise is boring? Really? 🤣
* my annie.
 
But keep long travel times outside the bubble.

Its stopping me from playing.

For me, 10/20 mins staring at screen to get somewhere is ok if exploring new frontiers or the odd long range mission or something. Not ok for the majority of missions, mining, trade, bounty etc


While your supercruise assist module flies you right to where you want to go without even needing to watch .... you can browse Steam for something more exciting to play.
 
If Hutton were only 9 minutes away, it would lose everything that originally made it unique and would be just another nameless outpost.

No one would have named their group after it, there would never have been any CG for the creation of a rare commodity, and I certainly never would have gotten my free Anaconda.
The improvements to the jump drive distance didn't cheapen the achievements of the pioneers who first travelled the great distances to reach the distant stars. And now people can show their abilities by copying those feats in ships with similar jump characteristics. That will still be possible after improvements to Supercruise. You will still be able to post online that you did the Hutton Run in a stock frameshift drive.

I had a trip out to some station the other night: 340kly in supercruise! I was actually forced to talk to my wife for 10 minutes to help pass the time. Frontier are such fiends!

You see what you are doing to us Frontier!? This torture must be stopped now. <grin>
 

Lestat

Banned
The improvements to the jump drive distance didn't cheapen the achievements of the pioneers who first travelled the great distances to reach the distant stars. And now people can show their abilities by copying those feats in ships with similar jump characteristics. That will still be possible after improvements to Supercruise. You will still be able to post online that you did the Hutton Run in a stock frameshift drive.
Why not improve your skills at selecting missions. Or if you take a mission that requires longer distance start using your brain to decide to accept or discard that mission instead of asking to change Supercruise mechanic. Or are you opposed to using brain power?



You see what you are doing to us Frontier!? This torture must be stopped now. <grin>
Well face this fact the torture you are talking about is self-made. Not using game mechanics hurt your gameplay and you are complaining about it.
 
Well face this fact the torture you are talking about is self-made. Not using game mechanics hurt your gameplay and you are complaining about it.
I may be incorrect but I believe the grin tag was indicative of sarcasm :| Although the rest of what you say is spot on shrug
 
There is a post in another thread that kind of explains this... short version... quantum friction has something to do with the "braking" effect. On this basis there must also be essentially some kind of concept of quantum inertia too which is where the acceleration side of things comes in to play.
Don't get me wrong, I like all the lore stuff, and unless FD chimes in with a definitive answer there's perhaps an interesting discussion to be had over whether the game design dictated the lore or vice versa. Chicken and egg.

I just don't quite understand why the game plays this way. With a number of players pointing out that in-system flights take too long (or that there's nothing to do during them) I'd like to know why FD haven't chosen to speed them up. If there's a technical limit I'd like to know what it is, and if it's a design choice I'd like to know why FD have chosen to keep it largely unchanged for so long. Adding more gameplay during supercruise would clearly be a challenging task (perhaps one that will be mitigated a bit by space legs, perhaps not) but taking the limiters off the FSD appears to my ignorant eyes to be a lot more straightforward. At the end of the day, in the hope of simplifying without being dismissive, supercruise flight is really just moving a camera's POV through a large orrery. Unless there's a networking/multiplayer aspect that I'm not seeing, I wonder why there are such hard limits.

Personally I don't think I'd even lose the sense of scale if they ramped up supercruise speeds and responsiveness, because that's largely headcanoned using the combination of speed and distance which until the planet is in visible range is mostly just numbers on a screen (and slight movement of the orbit lines, if they're turned on). If those numbers were changing more quickly, that wouldn't break the sense of scale for me. It might for others, of course. Maybe that's part of FD's thinking, but we can only guess.

Ultimately, the main thing I can see being tweaked by FD in the case of FSD engineering is the extent and/or positioning of the optimal/safe throttle zone. I do not think there is likely to be nor do I believe there should be any changes to the acceleration/deceleration curve behaviours.
Like I said, I'm more than happy to carry on with things the way they are. It strikes a good balance between, using the words in their broadest sense, the "simulation" and "action" aspects of the game. But I still see opportunities for change. If those changes are still being dismissed, I'd just like to know whether it's for technical reasons or policy reasons.

Hutton Orbital (and to a lesser extent those other big systems where mission USS spawn at crazy distances) is the interesting edge case here. Learning the hard way that some stations orbit at insane distances from the primary is a sort of rite of passage for ED and it would be a shame to lose that. Micro-jumps would more or less destroy it (unless a lore reason could be established for Eden not having a beacon, which I guess is possible). I can't recall whether it's possible to reach 2001c during the Hutton Run; if so then increasing the hard upper limit might also affect it. Changing the acceleration and deceleration curves (or removing them altogether and making it linear) would have some effect, but given the distances involved probably not a huge one. And it might replace some of the "It took me 45 minutes to get to Hutton" threads with "I overshot Hutton 27 times" threads, which could be amusing for a while.
 
The final stages of my approaches are based on a 4 second rule, achieved by completely ignoring the SLOW DOWN warnings.
The "Slow down" warning does not ask you to slow down. It just indicates that you are slowing down because of gravity breaking. And yes, you can go full throttle there to fight this deceleration.
 
Why not improve your skills at selecting missions. Or if you take a mission that requires longer distance start using your brain to decide to accept or discard that mission instead of asking to change Supercruise mechanic. Or are you opposed to using brain power?
I'm not against using my brains to decide which missions to take. A good game should get you kicking yourself when you make a mistake. A bad one is where you want to kick the developers.

I'm at work so I can't check out this fact myself. When you are given a mission where you don't find out where you are going until you are told during the mission itself, are you given any indication of how far you will have to travel on the mission board?
 
Hyper jumping from on system to another general takes the same time to get anywhere. But those ly''f that can number in the millions from the star to the station are real killer's.
 
I'm not against using my brains to decide which missions to take. A good game should get you kicking yourself when you make a mistake. A bad one is where you want to kick the developers.

I'm at work so I can't check out this fact myself. When you are given a mission where you don't find out where you are going until you are told during the mission itself, are you given any indication of how far you will have to travel on the mission board?

Amen on the first para!

In my experience missions which don't declare destination (IE later reveals) don't give you an approx distance in the mission description. That's only for dedicated destinations.

(Now brace yourself as people tell you to have fun by 'not accepting any mission in any system where long travel might be sprung on you' ;))
 
I'm not against using my brains to decide which missions to take. A good game should get you kicking yourself when you make a mistake. A bad one is where you want to kick the developers.

I'm at work so I can't check out this fact myself. When you are given a mission where you don't find out where you are going until you are told during the mission itself, are you given any indication of how far you will have to travel on the mission board?

Unless it doesn't indicate to what system you are going you can merely check the distances to the stations, if not available in the sys-map (IIRC all stations are shown before you ever visit a system and scan it) you can use EDDB.IO.
 
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(Now brace yourself as people tell you to have fun by 'not accepting any mission in any system where long travel might be sprung on you' ;))

I don't have a problem with travel time but for missions that don't provide all the info up front (ie go meet a contact for further info) I generally either avoid them because they take a long time (waiting usually rather than supercruise distance) or they are to do something I'm likely to not be willing to to (kill civilians say, or work against a faction I don't want to harm).

So generally I just don't take them and accept my opponent who is more flexible (morally in my case) has the upper hand. I may do the mission, I may abandon it depending on the criteria. If I have other missions to choose from (where I do know what the plan is) I just don't take them.

Similarly I may avoid taking a mission to a system because the main star is a white dwarf. I probably will because it's not really a big deal but given the choice between that & a normal system it'll be a factor.

I don't think missions are a good argument in favour of speeding up supercruise, the missions themselves can just be changed or flagged with an approximate time to complete or similar.
 
Amen on the first para!

In my experience missions which don't declare destination (IE later reveals) don't give you an approx distance in the mission description. That's only for dedicated destinations.

(Now brace yourself as people tell you to have fun by 'not accepting any mission in any system where long travel might be sprung on you' ;))

Thanks for the info. Maybe it's possible to develop my brains so much I'll develop the ability to predict the future <grin>
 
I don't think missions are a good argument in favour of speeding up supercruise, the missions themselves can just be changed or flagged with an approximate time to complete or similar.

I'd agree that some form of duration transparency for all mission types could solve accidental annoyance (although it might be tricky on a technical end to calculate approx duration in all cases?)

I think there's a secondary issue that you allude to though. It would reveal just how cut down the mission board can get when you remove long-distance missions in some locations.

That's why I favour adding (optional) gameplay to long distance journeys as a potential solution. (It seems better than a 'remove all long-distance' missions approach, all told). In the case of my pitch it wouldn't alter SC per se either. (That could be fixed by other means :D)

The above would just leave a broader palette of gameplay options on the mission board, while still being whittled down by personal taste / difficulty etc.
 
I'd agree that some form of duration transparency for all mission types could solve accidental annoyance (although it might be tricky on a technical end to calculate approx duration in all cases?)

I think there's a secondary issue that you allude to though. It would reveal just how cut down the mission board can get when you remove long-distance missions in some locations.

That's why I favour adding (optional) gameplay to long distance journeys as a potential solution. (It seems better than a 'remove all long-distance' missions approach, all told). In the case of my pitch it wouldn't alter SC per se either. (That could be fixed by other means :D)

The above would just leave a broader palette of gameplay options on the mission board, while still being whittled down by personal taste / difficulty etc.

Yes adding optional activities would be a good solution. Even if it were just more USSs of the type that are worth visiting (ie providing the dilemma of whether to extend the journey even further but for a worthwhile reward).

Personally I just do stuff outside of the game, but within the context of the game. I suppose the people that watch netflix are doing that, if they were actually on the ship during an extended journey watching telly is something they would do. In another thread I just implied that investigating the contents of an Occupied Escape Pod is something I may want to do.
 
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