could we please not spawn at the center star all the time?

Spawn in new system

  • Spawn at center star of system all the time

    Votes: 104 71.2%
  • Add random locations of system to spawn

    Votes: 12 8.2%
  • Add option where to spawn in system

    Votes: 30 20.5%

  • Total voters
    146
  • Poll closed .
I do not mind dropping near the star but wish it was a tad further away so that I do not panic when faced with it's full on rays.

This sums it up: RIGHT ON BLOODYTOPOFITOMIGODIMGONNACRASHAAAAAAAAAGGGGHHHHHH .... phew, that was close" lol from Ttaskmaster.


k :)
 
Last edited:
This must be the reason why they called it Elite: Dangerous!
It totally makes no sense to me to enter a system this close to a star. It's in fact the most stupid thing to do. If this was real life and you had any influence in it, would you choose to get this close when coming out of hyperspace? Only if you're mentally ill.
 
Perhaps WAY later, way for the planned Wings of players, have one designated person in a certain large ship with gravity well generator jump in early, as normal next to the star, then navigate out and the other players in that wing (with attuned FSD's that can ONLY jump to the player in the transporter). Cost to do is expensive, the gravity generator burns out after a few minutes of use (stops it being overused), but offers chance for interesting mission parameters later.
 
Due to ftl travel and celestial mechanics it is mandatory to use a star for the brakes. Cool topic because I do not get to use the term celestial mechanics very often in discussions.
 
We have this discussion once, and the same as I say than I can say now...
In past Version(84er,FE,FFE2) you allways Come from OUTSIDE and must fly in the System, and to the SUN to refill your ship.
Reason was that it is dangerous to end an Hyperjump close to heavy Masses .... which makes sense, because if you really folding Space, it is maybe not an good Idea to do it near the Suns.
But now for the eyecandy we change the "old Physic-Rules of Elite Universe" and allways jumpout near Suns.

It's more because the modern generation of FSDs are so much more efficient than they were 50 years ago, we HAVE to get closer to the sun just to be dragged out of deep Witchspace. It's just the old FSDs would quit working much farther from the star, and then we'd get to enjoy a week of multi-G burns to get where we wanted to go. In fact supercruise speeds are comparable to the hyperspace speeds of the older gen drives.

IMO the benefits far out way the dubious "cost" of dropping out of Witchspace conveniently close to a refueling station.
 
Naa, I want to feel the size of space, be lost in it's expansivness. The last thing I would want is insta teleportation, superhighways and well, this. -1

Shok.

Yeah I'm not really suggesting anything along the lines of teleportation or space highways though, am i?
I'm proposing a minor addition for convenience and to make stations in deep space worth visiting, because right now they're not.

Deployable nav beacons wouldn't affect explorers and people who want to feel lost in the expansiveness of space, because the player would need to place a beacon in the location they want to revisit.

So I'm not sure how your response is relevant to my proposal.
 
Am I the only one who gets a bit tired of spawning directly at the star of a system all the time when jumping into a new system instance?
It´s looking nice the first 100 times or so, but let´s be honest here it´s an obstacle you need to avoid every time so you´re not crashing into it.

My suggestion is to spawn in some random location of the system at least every second or third time, or to have an option to set the distance to the center star. could be random places in the system, or just jump to empty space somewhere in the middle. Just add a bit of variety here.

Not sure if anyone agrees so make your choice at the poll

i would like to at elast pick WHICH star i come out at

was originally at Aiabiko, with the no wipe release i figured "eh, i did some stupid stuff, ill reset", figured id still be in aiabiko since everyone said no matter how many times they reset they got the same starter system


BUT NO, i get fricking LH 4337, where EVERYTHING including my free Eagle are on stations orbiting the only SLIGHTLY smaller star that takes roughly half an hour to get to from the first star, not to mention i was never interdicted around aiabiko, but im getting interdicted 9-10 times every trip in LH 4337



now, this wouldnt be so bad if i had a way to get my sidewinder AND eagle out of system, but since i cant shuttle over im left with one permanently stranded in a system i have no desire to be in.




hell, id be happy if FD just restricted starter systems and those right next to them to systems where everything is near the first star. swear noobs who get LH 4337 as their starting point will gripe



and wth, why didnt i get aiabiko in the first place when everyone else was locked into their starter? instead it locks me into a system on my NEXT roll that is 100x worse of a place
 
I get the OP's point. Jumping into a system the exact way every single time adds to the monotony. It doesn't matter so much how pretty it is. lore only helps so much with a problem like that. Some kind of variety would help.
 
This must be the reason why they called it Elite: Dangerous!
Nah, if that were their reasoning, it'd be called Elite: Stupid, or Elite: DeadOnArrival!! :D

I still think that simply moving the Nav Beacon, since that's what we home in on, just a few dozen light seconds further away from the big burny thing would be sufficient... With the way things currently are, I'm amazed I can still get insurance!
 
I voted for an option of where to jump to in a system - so long as you have those locations in your board computer already.

Short of that, I could dig it, if at least, we don't spawn so close to the star, that your ship will burn if you aren't immediately there to turn it around.

That Hyper jump effect is quite long and kinda ugly, so I get tempted to get a glass of water or some other thing, only to find my ship at 150% heat, sparks flying all over the cockpit.

Can we have a more prudent jump nav plotter, that doesn't jump us that close to the sun?


Game developers don't seem to get that we might like to get up and get water or sandwich every once in a while. Not EVERYTHING in the game should require your full and undivided attention at all times. :p
 
Last edited:
I'm fine with it as it is, however, it is inconsistent about jumping to the most massive object. I've seen a few systems where I start out at the smaller of two stars. It seems, and this is totally a guess, it jumps you to the center of the largest overall gravity well. So a smaller star that has a lot of gas giants vs. a bigger star with no satellites will have the larger average gravity well and that is where you end up...at least this is what I tell myself.

- - - - - Additional Content Posted / Auto Merge - - - - -

Game developers don't seem to get that we might like to get up and get water or sandwich every once in a while. Not EVERYTHING in the game should require your full and undivided attention at all times. :p

It just isn't that kind of game, really. Which is why the push to keep super cruise interesting as it is currently the biggest time void. If I need to get something or take care of a thing then I just jump out of SC wherever I am, go cold and disappear (25 min on life support is plenty of time)...not taking any chances ;)

If I know I need to give something my attention while playing, I just don't play ED...I've got Sim City 4 and Civ ready to go when I need a more relaxed attention requirement
 
That's due to the physics of Witchspace. Nearby mass interferes with your Frame Shift Drive, pulling you further out of Witchspace and slowing down your ship. Just like you use the mass shadows of planets to slow down your ship from superluminal speeds in supercruise, you use the mass shadows of stars to pull you out of deep Witchspace during a hyperspace jump. Frontier Developments has made an internally consistent FTL system, one that fits perfectly well with earlier versions of Elite, and I for one like the fact that they put so much thought in to it.

Not to mention that it makes it very easy to refuel after a jump.

Unfortunately it doesn't take into account the massive variation in star size for a given mass. Our sun, once it's firmly in its red giant stage will up around 2AU's in diameter, yet will still have the same mass (actually slightly less as it'll be blowing off its outer layers). So how does the hyperdrive know exactly where to bring you out? It would make more sense if you dropped out further back, and I mean like 2AUs for a star = to sol's mass so you're never likely to find yourself emerging inside the destination star.

I realise that won't happen, but that's coz the FTL system ISN'T consistent.
 
What are you smoking?

Jumping to the star is great, and logical.

Actually it makes THE LEAST sense because in most other science fiction hyperspace jumps exits well outside of a star's proximity - because of the danger due to the closeness to gravity well and strong magnetic fields.

In Battletech universe Jumpships exits at the nadir point of a star.

In Warhammer 40k, Babylon 5 and many othert sci-fi universes ships exit warp space well outside the system.

Even in the earlier Elite games you exit hyperspace well outside a star's proximity.

The fact that in this Elite if you exit at a white dwarf system and have so little time to change the direction of the ship proves exactly the point why it is a bad idea, lol.
 
now, this wouldnt be so bad if i had a way to get my sidewinder AND eagle out of system, but since i cant shuttle over im left with one permanently stranded in a system i have no desire to be in.

Here is solution for you... (besides clearing save again I guess).

You can't sell Sidewinder, cause you get 0Cr for it and it costs 32.000 to re-buy.

So you sell the Eagle, pack up your Sidewinder and fly out, then re-buy an eagle somewhere else. Just remember to sell all "loose" modules on the Eagle first since that gives you a wee bit extra cash compared to selling the ship with all modules included (at least it was like that in Gamma 1.04). You should be able to sell scanner, cargo bay, shield gen et.c.

I did the mistake of selling my Sidewinder without looking at the price, so I was stuck with Eagle and 1000Cr, and basically scammed myself for 32.000Cr :p
 
Jumping to the star makes sense as the Frameshift drives work against gravity, and the stars are the biggest gravity wells to navigate by. The only change I'd like to see is to let us select the stars we want to appear at in systems with more than one star. That would probably only make sense in populated systems that had chosen to deploy more than one navigation beacon I guess.
 
This must be the reason why they called it Elite: Dangerous!
It totally makes no sense to me to enter a system this close to a star. It's in fact the most stupid thing to do. If this was real life and you had any influence in it, would you choose to get this close when coming out of hyperspace? Only if you're mentally ill.

It's called Elite Dangerous due to the rating you have to attain before the Elite Federation of Pilots will approach you for missions and ultimately to join them - it has nothing to do with risk.

Jumping close to to a star makes perfect sense from a lore point of view - your Hyperspace drives use gravitational anchors to lock onto regions of space before jumping : a star would create the largest anchor and that explains why when you arrive at a system you're facing it (as you travel towards the gravity well)
 
I know why it is the way it is now, like many have said: arriving at a star makes so much sense. Yet I do agree that sometimes it gets a little tedious having to pull up immediately after arriving or end up crispy bacon.

I like the idea where you get to choose how you arrive in the system, that way everyone is happy.
 
Back
Top Bottom