Correct me if I'm wrong (to be honest, even if I am wrong, it doesn't change the request, I would still like this feature I'm about to describe
), but with teh right lightweight ship (anaconda) and the new engineering changes, plus jumponium and neutron boosts, after 3.0 drops, it will be faster to fly one way to Colonia than to Hutton Orbital from Alpha Centauri (Hutton's own system). Naturally that doesn't sound quite right, so I started thinking about rebalancing supercruise.
While I realise this is an extreme example, Hutton being one of only VERY few stations orbiting bodies SO distant from the point of drop in, but there are also a lot of middle distances which frankly, I feel take too long to traverse, or at least, take too long to traverse relative to the interstellar travelling speed. While I'm all for the vastness of space, I do not think it a stretch to allow us to select any massive body (stars, basically, but maybe also really massive gas giants) in a system as the dropout point. Minimum implementation and satisfactory would be to only be able to choose a star, since it happens too often that you drop out at a star with no bodies around it, while the star that has all the bodies is half a million ls away.
Something to think about for Beyond please. I'm well aware many won't like it, this time I won't be arguing about it, as it's an entirely subjective thing, which I feel would make the game less frustrating (especially when you take a cheap assassination for 330k and they send you 300k away from entry point for no additional reward).
Naturally a viable alternative would be to heavily buff supercruise acceleration, but actually, our ships are already too fast for sense of scale to work properly (only VR really reveals it), so I'm not that keen on speeding them up more.
To avoid the immersion breaking need (in the case of an assassination mission where you don't KNOW which body you want until you honk, and therefore, would have to jump in, honk, jump out again, then jump in again to the body closest to your target), we will also need the abliity to wtchspace between selectable bodies in-system.
So for example, if I am sent for an assassination at Hutton Orbital, and I did not have any Alpha Centauri data, I could jump in, honk, discover all bodies and that my target is near proxima centauri, then jump again within alpha centauri, to proxima centauri with a standard jump animation, loading, everything.
A concern raised by this might be the elimination of supercruise as a play area, and that is something I too want to avoid doing (making it irrelevant), hence the suggestion to allow only selection of a star as a minimum implementation. This wouldn't really change anything, because people are still dropping out at stars and supercruising in a specific area. If anything, this would make stars more focal points as less commanders would be in no mans land for protracted periods.
While I realise this is an extreme example, Hutton being one of only VERY few stations orbiting bodies SO distant from the point of drop in, but there are also a lot of middle distances which frankly, I feel take too long to traverse, or at least, take too long to traverse relative to the interstellar travelling speed. While I'm all for the vastness of space, I do not think it a stretch to allow us to select any massive body (stars, basically, but maybe also really massive gas giants) in a system as the dropout point. Minimum implementation and satisfactory would be to only be able to choose a star, since it happens too often that you drop out at a star with no bodies around it, while the star that has all the bodies is half a million ls away.
Something to think about for Beyond please. I'm well aware many won't like it, this time I won't be arguing about it, as it's an entirely subjective thing, which I feel would make the game less frustrating (especially when you take a cheap assassination for 330k and they send you 300k away from entry point for no additional reward).
Naturally a viable alternative would be to heavily buff supercruise acceleration, but actually, our ships are already too fast for sense of scale to work properly (only VR really reveals it), so I'm not that keen on speeding them up more.
To avoid the immersion breaking need (in the case of an assassination mission where you don't KNOW which body you want until you honk, and therefore, would have to jump in, honk, jump out again, then jump in again to the body closest to your target), we will also need the abliity to wtchspace between selectable bodies in-system.
So for example, if I am sent for an assassination at Hutton Orbital, and I did not have any Alpha Centauri data, I could jump in, honk, discover all bodies and that my target is near proxima centauri, then jump again within alpha centauri, to proxima centauri with a standard jump animation, loading, everything.
A concern raised by this might be the elimination of supercruise as a play area, and that is something I too want to avoid doing (making it irrelevant), hence the suggestion to allow only selection of a star as a minimum implementation. This wouldn't really change anything, because people are still dropping out at stars and supercruising in a specific area. If anything, this would make stars more focal points as less commanders would be in no mans land for protracted periods.
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