Supercruise travel times are a vital part of the overall game structure, if ships jumped to star, then intrasystem jumped to station, then flew 10km to the station, other than the 2.5km from drop point to station no fire zone, when would you get to pirate / assassinate / gank someone? Intrasystem jumps would turn Elite into a cookie clicker kind of almost real-time-strategy. However, having said that, I do believe there is room for improvement in supercruise mechanics...
I would like to see a gravity slingshot mechanic added to supercruise, if you look at the path of the voyager probes...
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Image from:
https://astronomy.com/news/2020/04/voyager-whats-next-for-nasas-interstellar-probes
Voyager 1, which launched in 1977, did the earth to Jupiter leg of its journey in 856 days which might sound a long time, but given that three and a half decades later, with much more advanced technology available to it, the Juno probe that launched in 2011 took 1795 days to get to Jupiter suddenly Voyager 1 seems rapid. Why was Voyager 1 with 1970's technologies over twice as fast as Juno, which had 34 years of technological advancement to its advantage? The answer is simple, gravity assists... With each planet it passed, a voyager probe picked up more speed by doing a gravity assisted "slingshot" manoeuvre. (There was also favourable planetary alignment)
If we could incorporate slingshots in to supercruise as a sort of skilled manoeuvre in supercrusie in elite, it would give us a skilful way to increase velocity & reduce travel times in supercruise, taking some of the tedium out of longer transits, while still giving the player the agency to enjoy flying a starship, and doing so in such a way that leaves the door open for interdictions & other shenanigans.
But what of gravity breaking?
Source: https://www.youtube.com/watch?v=xUtya7P_EPQ
Distance my friend - distance...
I'd have the slingshot work in such a was that if you skimmed the edge of a planets gravity well you could get a slingshot from it, making it possible to sling shot around it, during the sling shot the ships supercruise acceleration would increase, giving the pilot the option of using the planet for acceleration. However, if they got too close to the planet, either intentionally or inadvertently, they would fall deeper into its gravity well and slow down as per normal, and would encounter supercruise decelleration. Tactically this opens up some interesting manoeuvres for in system transits - take a CG, like the current one with a 46,000LS transit from star to starport, it's a 46,000, lets call it ~10 minutes. And it is flying straight and level at full throttle, its going to be a yawn fest, unless you get interdicted. Under the slingshot proposal you could a minutewinding up your speed orbiting the the edge of the star's gravity well to slingshot to the station, zip there at for example 4x speed, say a two minute transit time, on approach you could either plan on slowing down on the linear approach, or intentionally do a loop of shame as a gravity brake.
So normal supercruise = ~10 minutes
Slingshot approach and linear braking = 1min "spin up" + 2 mins travel + 2 mins decellerating = 5 minutes
Slingshot approach with gravity braking = 1min "spin up" + 2 mins travel + 0.5 mins bravity braking = 3.5 minutes
It decimates tranist times, but requires player input, and keeps people in the realm of supercruise for the shenanigans.