Choose which body you jump to when jumping to a system (within reason)...

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.
 
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Micro jumps (that's what we call them) have been discussed to death.
FD have considered them, apparently, but i know nothing more.

My take on them is a simple, balanced one.
Add a bunch of nav beacons to secondary (and other) stars, and allow jumping from one nav beacon, to another, within the same system, of course.

This is a good all round comprise for micro jumps (or Nav jumps, I'll call them).
You are required to drop to normal space, within a few (15?) km of a nav beacon to make the nav jump to another nav beacon.

This increases the risk of piracy or other attacks. So you're not just skipping over the danger of an Interdiction. You'd also still need to supercruise to your final destination.
FD can manually place as many additional nav beacons as they see fit, CGs can be made to add or remove them, so for example, the Hutton Truckers can start a campaign to remove, or prevent the placing, of a nav beacon at Proxima Centauri.(is that the other star?), Or another group can start one for their own large system, and so on.

You can then chose if you want to jump to your destination, or just fly there.
And Nav beacons also then feel like they have a real purpose.

CMDR Cosmic Spacehead
 
Micro jumps (that's what we call them) have been discussed to death.
FD have considered them, apparently, but i know nothing more.

My take on them is a simple, balanced one.
Add a bunch of nav beacons to secondary (and other) stars, and allow jumping from one nav beacon, to another, within the same system, of course.

This is a good all round comprise for micro jumps (or Nav jumps, I'll call them).
You are required to drop to normal space, within a few (15?) km of a nav beacon to make the nav jump to another nav beacon.

This increases the risk of piracy or other attacks. So you're not just skipping over the danger of an Interdiction. You'd also still need to supercruise to your final destination.
FD can manually place as many additional nav beacons as they see fit, CGs can be made to add or remove them, so for example, the Hutton Truckers can start a campaign to remove, or prevent the placing, of a nav beacon at Proxima Centauri.(is that the other star?), Or another group can start one for their own large system, and so on.

You can then chose if you want to jump to your destination, or just fly there.
And Nav beacons also then feel like they have a real purpose.

CMDR Cosmic Spacehead

Thanks for your comment, yeh, the micro jumps thing is an issue, I kinda wish you hadn't used exactly that verbiage, lol, but I guess someone would have sooner or later. The only reason I say that is because this suggestion is actually purposely to sidestep micro jumps as an issue, due to the fact that as a simple side effect of the implementation of the main idea here (of choosing a body to arrive at, but not just any body, only really massive ones, when jumping from another system entirely), micro jumps become a pleasant side effect. Example...

I want to jump to Proxima Centauri from Sirius, I open the galmap, I open Alpha Centauri's system map, I plot my route to Proxima Centauri, it works EXACTLY like the current system with the only difference being that I arrive at Proxima Centauri instead of Alpha Centauri on the last jump.

Now, if we look at the same thing from the position of someone in supercruise already in orbit of Alpha Centauri A, well, they just open the system map and plot a route to Proxima Centauri, exactly as they would now if they were in another system, and then jump instead of cruise. The game actually sees no difference at all between these two things, each destroys the current state and creates a new one at destination.

The suggested implementation also neatly sidesteps an issue of micro jumps, which is that you first have to jump to the system, THEN do another micro jump to the 'other' star. That wouldn't be required under my implementation, making it a little more elegant. :)

Lastly, we could do away with that extra algorithm that screwed up all the mission rewards, when 'ls to target' was introduced.

That's the idea anyway. :)
 
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Micro jumps (that's what we call them) have been discussed to death.
FD have considered them, apparently, but i know nothing more.

My take on them is a simple, balanced one.
Add a bunch of nav beacons to secondary (and other) stars, and allow jumping from one nav beacon, to another, within the same system, of course.

This is a good all round comprise for micro jumps (or Nav jumps, I'll call them).
You are required to drop to normal space, within a few (15?) km of a nav beacon to make the nav jump to another nav beacon.

This increases the risk of piracy or other attacks. So you're not just skipping over the danger of an Interdiction. You'd also still need to supercruise to your final destination.
FD can manually place as many additional nav beacons as they see fit, CGs can be made to add or remove them, so for example, the Hutton Truckers can start a campaign to remove, or prevent the placing, of a nav beacon at Proxima Centauri.(is that the other star?), Or another group can start one for their own large system, and so on.

You can then chose if you want to jump to your destination, or just fly there.
And Nav beacons also then feel like they have a real purpose.

CMDR Cosmic Spacehead
I'd prefer FD just let us target any Star in a system for intra-system 'micro-jump', after jumping into orbit of the Highest Mass Star for the initial extra-system jump.

This would eliminate most of the super-long cruising, not require lots of new code for Nav Beacon placement, and reasonably restrict the micro-jump ability.

My guess is with things like the Hutton Mug in the backs of their minds, FD just don't view it as a priority to re-visit at the moment.
 
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