Why does Super Cruise travel take so long?

I was talking about scientific arguments. Presumably there are some here for or against supercruise, or else why bother referencing them?

What I'm saying is...the use of scientific arguments either for or against the current SC game mechanic is nonsensical. ED isn't scientific, it's pseudoscientific.
 
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Meh, you can easily evade interdictions.

In either case, I used that inprecise term to say that ED is a slow phased game and thatr travel times are a part of the game itself.
I agree with this. You can have an entire 3 hour game session without ever actually mining, shooting, scanning, hauling, trading, hunting or any of the normal game functions. You just stay in supercruise. You can absolutely do that, so it's a part of the game.

But let me ask you, when you're in a system that has a station just a few Ls from the nav beacon, and another 400K or so Ls away... would you supercruise back and forth between those to trade or would you jump out of the system at the 400K Ls station to an adjacent system, and just jump back in to cut the time of travel? I've jumped from 1200Ls, high wake out, then jump back to the same system to avoid the time drag of planetary gravity. That's me choosing 30 light years over 1200 light seconds. That's 30 light years being traversed in less time than it takes to cover 1200 light seconds. It saves time.

If you don't supercruise back and forth, if you opt for the high wake instead, you're basically saying you don't want the long supercruise times either. I get the novelty of Hutton, really I do. .22LY is no joke. However, extrapolating that novelty into every supercruise event quickly causes the argument for SC to fall apart.
 
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I agree with this. You can have an entire 3 hour game session without ever actually mining, shooting, scanning, hauling, trading, hunting or any of the normal game functions. You just stay in supercruise. You can absolutely do that, so it's a part of the game.

But let me ask you, when you're in a system that has a station just a few Ls from the nav beacon, and another 400K or so Ls away... would you supercruise back and forth between those to trade or would you jump out of the system at the 400K Ls station to an adjacent system, and just jump back in to cut the time of travel? I've jumped from 1200Ls, high wake out, then jump back to the same system to avoid the time drag of planetary gravity. That's me choosing 30 light years over 1200 light seconds. That's 30 light years being traversed in less time than it takes to cover 1200 light seconds. It saves time.

If you don't supercruise back and forth, if you opt for the high wake instead, you're basically saying you don't want the long supercruise times either. I get the novelty of Hutton, really I do. .22LY is no joke. However, extrapolating that novelty into every supercruise event quickly causes the argument for SC to fall apart.

I do not enjoy long supercruise times. I've travelled 600 Kls at most and I never fell for the Hutton joke, nonetheless, there are people who like long supercruise times and the fun thing is that I don't have a conflict with them. I just took a system with a station relatively close by as my base system and I take advantage of the fact that most missions will now tell you how far away the objective is going to be in SC.

Maybe FD can make SC some more fun but I believe they have worse problems to adress.
 
What I'm saying is...the use of scientific arguments either for or against the current SC game mechanic is nonsensical. ED isn't scientific, it's pseudoscientific.

I think we're mostly in agreement here as it pertains to supercruise. In general though, I think there should try and be some sort of semblance of logic and reason behind ways of interacting with this sort of game, otherwise some likely wouldn't find it as compelling to play. Speaking personally, some of the "gamey" elements of the game are some of my least favorite, like grinding out and farming drops for Engineering.

I think some scientific arguments do have some place in the game, they just need to be taken in context and with a grain or two of salt or sugar as some might prefer, i.e., the "willing" part of a willing suspension of disbelief.
 
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I do not enjoy long supercruise times. I've travelled 600 Kls at most and I never fell for the Hutton joke, nonetheless, there are people who like long supercruise times and the fun thing is that I don't have a conflict with them. I just took a system with a station relatively close by as my base system and I take advantage of the fact that most missions will now tell you how far away the objective is going to be in SC.

Maybe FD can make SC some more fun but I believe they have worse problems to adress.

I agree. Find the ways to play that you find enjoyable and don't worry so much about those aspects which you don't care for as much when they can be avoided.

Having tested supercruising between systems a few times previously, Hutton was just sort of like low hanging fruit for a mark on my Commander career bucket-list, not something I felt very compelled to do otherwise. I don't mind supercruising out there; I just don't see much point in it other than to say I did. I guess it's more of a big deal for some people, so in that respect, I wouldn't really want the experience for them cheapened when people who might not care for it as much can just not bother going out there.
 
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It used to matter because of interdiction mechanics. Traveling the lanes for extended periods could result in multiple pirate interdictions.

But a lot people didn't like it when the game reacts to their presense, so now interdictions are trivial and of no consequence. (Anyway remember the waves of "I got interdicted and killed" threads?)

On top of that, a lot of people also completely ignore the gravity well mechanics - and will fly in a straight line close to planets even though it slows them to a crawl

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I stopped caring about being for or against supercruise thanks to the community whining and Frontier overcompensating. The subject is a hopeless cause.

This!
 
It used to matter because of interdiction mechanics. Traveling the lanes for extended periods could result in multiple pirate interdictions.

But a lot people didn't like it when the game reacts to their presense, so now interdictions are trivial and of no consequence. (Anyway remember the waves of "I got interdicted and killed" threads?)

On top of that, a lot of people also completely ignore the gravity well mechanics - and will fly in a straight line close to planets even though it slows them to a crawl.

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I stopped caring about being for or against supercruise thanks to the community whining and Frontier overcompensating. The subject is a hopeless cause.

An Orrery map could help people to realise about gravity wells and help setting waypoints.

Supercruise is really boring. Its dead time.
 
An Orrery map could help people to realise about gravity wells and help setting waypoints.

Supercruise is really boring. Its dead time.

Frankly, I personally wish gravity wells were navigational hazards that requires basic flight skills to navigate.

I'm talking basic flight game mechanics 101 (as in, flight games more casual than Elite does this);
• If you're an absolutely terrible pilot, you crash and die.
• If you're a mediocre-to-average pilot, you go about your business normally.
• If you're a good pilot, you can fly optimally.


Realistically, this is never going to happen in Elite.
 
The concept of a gravity "well" to a FTL traveller is silly. I see gravity wells as training wheels for pilots to be able to actually maintain a workable speed around "look at me" objects. Otherwise, I see no reason for my FSD to start complaining because of a gravity well. I'm at many times the speed of light. Surely my drive isn't experiencing cavitation or overload.

And lol at the switching gears sound when you unselect a POI.

I wish more interesting things would happen in witch space. The T-Goid hyperdiction was cool in that it would drop you thousands of Ls from the star. Be nice if we could find a way to use that to drop into a station and avoid all the SC time, without ruining the gameplay. "Here Thargoid.... here boy... right there... now sit..."
 
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Craith

Volunteer Moderator
a small change could change a bit for SC mechanics - make medium ships accellerate/decellerate 20% faster, and small ships another 20%. (even better if it were dependend on FSD and weight, so you could build for it, but that would need good fine tuning so no silly numbers happen.).

This would give people a reason to fly smaller ships as blockade runners, since the window to interdict them would be narrower, as interdictors to catch up on big ships in SC. It would also allow NPCs to gain on CMDRs on long supercruise flights.
 
I just wish we could have Star Wars' hyperdrive functionality. Mind, functionality, not the drive itself.

Back then when SW Lore was Lucas Arts property, hyperdrive was described as a drive that can push ship into hyperspace and achieve FTL speed. What is important was the class of said drive that matters. And all was connected to gravity wells. Simply put - hyperdrive couldn't operate INSIDE the gravity well and to engage it ship had to leave the gravity well.

The higher the class, the lower impact of gravity well onto the drive. Top luxury ships, military grade or heavily and mostly illegally modified smuggler ships had an ability to jump in and out relatively close to the gravity source. Cargo barges had the worst class and had to crawl to the fringes of the system to perform a jump.

I thought we would have this or similar before I joined ED. Stars, planets and moons would produce gravity well around them, magnitude of it would be tied to the size and mass. Logically. Your FSD class would determine how close to the target you can approach before dropping from SC. Low grade FSD would drop you far away and require moving away from the gravity source meaning the rest of the journey should be done by conventional means. Top FSD would drop you and could be engaged far closer meaning less travel time.

This way overall travel time would remain almost the same. Long and boring current SC would be exchanged into faster travel with more in-system jumps. FDEVs could implement some recharge (longer than current) for such jumps, anomalies that would drop you from in-system jump. In the end runs like Hutton would be more pro-active than current sitting and watching timer goes down.

But I'm no game designer so what I can know, right? FDEVs don't want to waste our time so sitting and watching black screen, doing nothing for an hour is how this game should be played.
 
I'd like to see some sort of mod one could get with the possibility of engineering that would allow one to speed up super cruise if one wanted. Yes, like all things, it would take a slot, but then, having it isn't mandatory. I mean a basic mod would get one say a 25% in super cruise, engineering it could get one additonal percentages to the point where one could get basically double the speed or more.

While most of the systems wouldn't warrent having the mod all the time. One could store it until such time as needed, have it shipped which also takes time or just keep it installed. Choices!
 
I find I'm having to Super Cruise 300k+ Ls. 20k or whatever is peanuts to what I'm finding in the game. It takes around 5-10 minutes for my super cruises, so currently I'm making a coffee or leaving the keyboard to go do something around the house. Not what I call captivating experience. I mean, the grind factor in most online games makes my eyeballs melt, but this is another level.

The problem I see is this; There are multiple stars in a "star system". Why? That would make it more of a star cluster system with respective stellar bodies orbiting them. Why can't each star system within that sector be classed as systems that you can jump to? So, what I'm saying is, if there is more than one star in a "star system" then we can jump from super cruise again. This would cut out those 300,000+ LS grinds in Super Cruise, which is killing it for me.
 
Holy might be a necro, but they never added some SUPERCRUISE INJECTIONS with some whippity whoppity quacky materials

what's more easy than add than that
 
Are we so desperate to complain about long supercruise rides (that could be avoided if we bothered to use MK1 Eyeball, engage brain and read what is in front of us) that we are reviving necro threads now?
 
How often are you really sat there for more than a minuet?

Also, on longer cruises, say between stars 100KLs or more apart, I am seldom sat there watching. I am planning, reading, in the map, making small deviations to scan signal sources, getting a cuppa etc.

But for me the real issue is this sort of thing being the thin end of the wedge. How quick do you want it to be? Because there is always going to be someone who wants it quicker, until its just press a button and you are there. At which point it starts to lose its integrity as an experience and becomes boring via instant gratification everywhere.

Where do you stop with this line of thinking?

Supercruise is too slow - make it instant.

Ranking is too slow - Get to King in an hour.

Making money is too hard - oh look, void oples.

Jump ranges are to short - Beagle point in 20 mins.

Sounds like a crap easy game.
 
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