A Skilled 'Wormhole' Jump To Previously Visited Nav Beacons Would Improve The Game

Yeah I saw something like that suggested on Twitter, but the guy was more about big "jump gates", some massive structures not unlike a megaship but used to increase the jump distance by a huge amount.

I would love that, something not neccesseraly skilled based, but maybe that has to do with ressources or connections with factions and/or engineers ?
I'd love to see such a thing :)
 
Yeah I saw something like that suggested on Twitter, but the guy was more about big "jump gates", some massive structures not unlike a megaship but used to increase the jump distance by a huge amount.

I would love that, something not neccesseraly skilled based, but maybe that has to do with ressources or connections with factions and/or engineers ?
I'd love to see such a thing :)

Yeah I think the idea of Squad construction has some real potential.

The idea of a mobile one is intriguing too, whether it be as a 'launch pad' or an arrival point, or both etc. Having squads manoeuvring these assets, protecting them etc, definitely has something to it. You could imagine multiple opposing squads lining up to deluge a location, or vying for optimal spots to cover the maxium territory or whatever.

I think the skilled piloting for the transit should still be in the mix though, as a balance to the boon. Definitely if it's used by lone pilots, otherwise it would become a path of least resistance, with everyone having to use it in competitive scenarios or be majorly disadvantaged. Plus ED's all about those pilot skills - and what I'm trying to do here is look for involving gameplay to supplement the rote repetitions of classic transit.

(Plus it'd be kinda funny having a Squadron deploy down a ribboning conduit hollering at each other, and having the occasional crash ;). But you could also imagine some strategy there, with top pilots taking point and shouting out turns maybe?)
 
Last edited:
Yeah I think the idea of Squad construction has some real potential.

The idea of a mobile one is intriguing too, whether it be as a 'launch pad' or an arrival point, or both etc. Having squads manoeuvring these assets, protecting them etc, definitely has something to it. You could imagine multiple opposing squads lining up to deluge a location, or vying for optimal spots to cover the maxium territory or whatever.

I think the skilled piloting for the transit should still be in the mix though, as a balance to the boon. Definitely if it's used by lone pilots, otherwise it would become a path of least resistance, with everyone having to use it to in competitive scenarios or be majorly disadvantaged. Plus ED's all about those pilot skills - and what I'm trying to do here is look for involving gameplay to supplement the rote repetitions of classic transit.

(Plus it'd be kinda funny having a Squadron deploy down a ribboning conduit hollering at each other, and having the occasional crash ;). But you could also imagine some strategy there, with top pilots taking point and shouting out turns maybe?)
I get your point, both ideas have great potential ! Implementing this in the game would be hard though I think, knowing how the current travelling system is set.
 
I get your point, both ideas have great potential ! Implementing this in the game would be hard though I think, knowing how the current travelling system is set.

Yeah balance aspects would def be tough. And it's a big tech & design ask generally.

I guess the Squad angle has that extra bonus that it's a novel addition anyway, and could be expected to have advantages. (Hell, maybe they could earn income by charging for use of the gate by non-members ;))
 
... some massive structures not unlike a megaship but used to increase the jump distance by a huge amount.

I would love that, something not neccesseraly skilled based, but maybe that has to do with ressources or connections with factions and/or engineers ?
I'd love to see such a thing :)

Seconded!
 
Back
Top Bottom