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

15 minutes of fun flies by.

15 minutes of skill-lite repetition feels like an hour. A dull hour.

That's the currency I'm dealing in. Letting all the playstyles ED purports to support derive some amusement from their core passtimes.

then why play the game, everything is repetitive in this game, travel between systems being no exception.
 

Lestat

Banned
Can you guys source me a quote on this? I can't find anything from DB on this relating to ED at the moment.
Ok here the link Q.A. DAVID BRABEN CEO Frontier Developments plc. It on Page 17
Colonel Kenney: “One interesting question I have.
Much of the galaxy will take us a very long time to
get to. Are there any plans of implementing any sort
of “shortcuts” to different parts of the galaxy such
as wormholes? Like something extremely rare butthere are some hidden around for us to discover etc?Like how can we explore the center of the galaxy if itwould take a year of gameplay to get there etc?”

David Braben: No, we’re not planning to implement shortcuts. Forme, one of the attractions is it IS a big achievementto travel a long distance. I like the idea of theoccasional meeting of a player far far out in thegalaxy as a chance encounter. We do plan to seedthings of interest out there too.
 

Lestat

Banned
So Golgot. Your idea is to ruin Galaxy map system map feature in mission board because you want a short cut. Like other topics if the station too far for you we have 1,000 plus system that have stations to cater to your needs. Teleportation is a bad idea when common sense can be used instead.
 
So Golgot. Your idea is to ruin Galaxy map system map feature in mission board because you want a short cut. Like other topics if the station too far for you we have 1,000 plus system that have stations to cater to your needs. Teleportation is a bad idea when common sense can be used instead.

Hello Lestat. Absolutely none of that applies to the pitch in the OP. Please try again :)
 

The Replicated Man

T
Should this not be in Suggestions. Not in Discussion? Yes, you are trying to make some type of Teleportation but it still the Wrong forum.

When I pointed out Mining made Elite Traders fast. It was not a suggestion. It was an issue I wanted Frontier to look at.

Now that it on the Right Forum. Here what helps players if they use galaxy map and System map before accepting missions. We don't need teleportation or wormholes. Note Wormholes Been talk about by David Braben He doses not want them.
Whats more believable though? Wormholes or mega ships with crazy jump range that the player base has no access to?
 
I don't personally have a problem with travel times etc but I will drop an idea as devils advocate.

Rather than "any visited system" could the player not have (say) a utility mount that "programs" a given nav system into the computer.

Could have class d does 1 up to class a 3 max systems.

Then you jump to the desired spot and "fire" your code into the nav beacon. Then you can connect to it through the gal map.

I think you may have been watching Solo's kessel run when you came up with the mini game.

As I say doesn't bother me either way but I like brainstorming 😄
 
I like the idea of a very few of these, but I differ with some of the other CMDRs who want it to be Bubble transit only.

I think "Gate" technology could link major hubs of civilization, for now this would be Bubble<->Colonia. I envision the following constraints:

- Gates would have to be financed and built.

- Gate access would be unlocked by permit, visiting the destination the old fashioned way first would be a prerequisite.

- Gates would have a very expensive toll fee, we're talking a heavy distance-based toll. Tens of millions for Bubble to Colonia, for instance.

- All traffic through the warp tunnel, both solo and open, would route through the same instance/stream so it would be very crowded. While combat would be disabled since it's essentially a form of accelerated super cruise, collisions with other craft should be hugely damaging.

- I like the idea of falling out of the warp stream and getting stranded somewhere along the route. :)
 
I don't personally have a problem with travel times etc but I will drop an idea as devils advocate.

Rather than "any visited system" could the player not have (say) a utility mount that "programs" a given nav system into the computer.

Could have class d does 1 up to class a 3 max systems.

Then you jump to the desired spot and "fire" your code into the nav beacon. Then you can connect to it through the gal map.

I think you may have been watching Solo's kessel run when you came up with the mini game.

As I say doesn't bother me either way but I like brainstorming 😄

Yeah a nav-to-nav set up could be interesting, with a utility cost.

I kinda lean towards a jump gate for at least one end of the jump due to the community bonus. (As others have mentioned you're essentially dodging interdiction risks by the faster-travel, so think that needs to be balanced. Departing from a jump node would bring some interesting condensed risks ;))
 
I like the idea of a very few of these, but I differ with some of the other CMDRs who want it to be Bubble transit only.

I think "Gate" technology could link major hubs of civilization, for now this would be Bubble<->Colonia. I envision the following constraints:

- Gates would have to be financed and built.

- Gate access would be unlocked by permit, visiting the destination the old fashioned way first would be a prerequisite.

- Gates would have a very expensive toll fee, we're talking a heavy distance-based toll. Tens of millions for Bubble to Colonia, for instance.

- All traffic through the warp tunnel, both solo and open, would route through the same instance/stream so it would be very crowded. While combat would be disabled since it's essentially a form of accelerated super cruise, collisions with other craft should be hugely damaging.

- I like the idea of falling out of the warp stream and getting stranded somewhere along the route. :)

Personally I'd be up for it, and think there's still be plenty of galaxy to explore. Yeah I reckon some kind of 'must travel there first to get the access key' caveat should definitely remain, meaning you've got to earn access. (And I'd think difficulty of the transit should up significantly etc - even if staged along the way).

But I'm not an explorer, so kinda defer to their sentiments a touch there on whether a Colonia leap is desirable. (And certainly Brabes seems to have been against galaxy compression like that).

Hah, on the traffic collision within the conduit. Hadn't even thought of that. God the road rage potential :D. It would add and interesting extra skill consideration and unpredictability element for sure though.

And yeah, if distant leaps were something FDev would consider then actual gate construction CGs etc could def be intriguing. (I suspect they wouldn't work in bubble - that would probably have to be figured out pretty closely re spacing)
 
X3 something something comes to mind, where you had these 'lanes' you needed to travel through in order to get from A to B. You needed to actively steer your brick through the lane or you would drop out, take damage and... rinse repeat.

Anyway, I moved on from there and never played it again. Personally, adding 'frustration' to basic game play murders the fun for me.
 
X3 something something comes to mind, where you had these 'lanes' you needed to travel through in order to get from A to B. You needed to actively steer your brick through the lane or you would drop out, take damage and... rinse repeat.

Anyway, I moved on from there and never played it again. Personally, adding 'frustration' to basic game play murders the fun for me.

Sure execution is all. Think the ED flight model (& design team) could perhaps make a more interesting challenge of it though.

Certainly more interesting than:

Jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-jump-scoop-shop.

At any rate ;)
 

Guest193293

G
I don't like the idea of giving an alternative/short cut or whatever to the space travel that already exist, whether some players don't like it, find it boring or whatever. To me it's fine as it is, agreed with what David said.
Your idea still remain cool tho; I'm thinking about random and very rare wormholes with no information whatsoever (the length, where it lead etc) that could transport the players to unknown places, with like you said, requiring heavy pilot skill and at the slightest mistake your ship could instantly explode.
 
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I still like the idea, as long as it doesn't become an easy mode of travel, an "I-Win drive" if you will. Every time I'm interdicted or interdicting I always think it wouldn't take much work graphically to make this mini game into an alternative jump drive system.
 
If the Op mad about distance why not ignore those missions?

This isn't about missions (see my sig for intra-system ideas ;))

It's more about making transient game events and disparate sites in the bubble more accessible / entertaining to reach.

With a happy side-effect of making extra-populous player hubs at jump gates, and providing a new format for piracy / smuggling / security interactions.

I still like the idea, as long as it doesn't become an easy mode of travel, an "I-Win drive" if you will. Every time I'm interdicted or interdicting I always think it wouldn't take much work graphically to make this mini game into an alternative jump drive system.

Yeah the risk aspect is vital. And I think arriving with hull and module damage even if piloted perfectly should be the baseline.

Ultimately I'm leaning towards jump gates being used at both ends being better, as the added risk of 'blockade running' at the end could balance out nicely :)
 
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