All these continual requests for faster, quicker, gimmie, gimmie, gimmie - a bit of searching and they would see the reasons why things are as they are and why their wheedling will be in vain.
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*cough* FSS *cough*
All these continual requests for faster, quicker, gimmie, gimmie, gimmie - a bit of searching and they would see the reasons why things are as they are and why their wheedling will be in vain.
![]()
*cough* FSS *cough*
I made a suggestion that basically means systems have multiple nav beacons, and you can jump from one beacon to another, but only from normal space within a few km of a beacon.
Basically a "medium wake", charge time is moderate (faster than high wake, slower than low), low wake mass lock applies, uses more fuel than supercruising the same distance.
Nav beacons can be mostly placed procedurally, but FD can make it so Hutton Orbital and whatnot are safe.
(Using the lore that Hutton truckers kept stealing the nav beacon, so governments have given up placing them. Lol)
Then you have a choice of
Jump in -> supercruise* (for however long) -> destination
-Or-
Jump in -> short SC to Nav* -> drop in -> charge for medium wake* -> jump -> charge for supercruise* -> supercruise* -> destination.
* = Risk of attack.
So supercruise only has a risk of attack during the beginning and end as you slow down. So it's safer, but takes longer.
My suggestion has way more risks, but does cut your trip down significantly.
I've seen many people complaining that they seem to spend half their time slowly cruising across a solar system to reach a port, and then clumsily trying to land their ship on a landing pad like they've done a hundred times before. The usual response to this is "well it's a space trading sim - space is big and empty so you should expect to spend a lot of your time not doing very much".
I'd like to put it to the community that this is a completely bogus response. This game is not remotely realistic either on the issues of space travel or of trading. It completely laughs in the face of physics, the myriad risks and challenges involved in space travel, is frequently inconsistent with its own skewed physics concepts, not to mention the extremely superficial treatment of trading, which more or less entirely glosses over the bureaucracy and other red tape that is actually involved with trading.
But that's ok. It's ok because what Elite Dangerous is, no matter how much anyone would like to pretend about it, is a game. Considering this, it seems very unjustifiable to insert gameplay mechanics that have players spending half their time doing nothing. It is just a waste of the player's valuable playing time.
With that said, I'd like to propose a couple of simple fixes: The frame shift drive is clearly a very accurate piece of equipment, since is it reliably able to deliver the player to a position just a short distance from the system star (something that could result in catastrophe if slightly miscalculated). So why not let us select a location within the solar system to frame shift to (a planet or a space station). When you frame shift, you pop out 500-1000 light seconds from the place you're trying to go, and then have half a minute to a minute of cruising to get there, instead of the usual 3-10 minutes we currently have. 30-60s is plenty of time to be interdicted by pirates and get all those gameplay mechanics going. If you don't select anywhere within the system, you will just frame shift to the star as before.
Then for that repetitive docking [and this may be something that already exists in the game or a mod for all I know], it would be nice if you could buy an automatic pilot system that just lands your ship in about 30 seconds without you having to do it for the umpteenth time.
I don't think you would lose anything from the game with these adjustments, but you would stop wasting huge amounts of player's time and make the game much more accessible.
You may think that this post is an unfounded rant of epic proportions, but please reflect that I wrote all of this, proofread it and reconsidered my arguments, checked my spelling and so on, all while my ship was slowly cruising into a space port.
You can dismiss it if you like, but it is highly likely that a great many people have been put off this game because of this one issue alone. That may not be a problem to you, but it should be a problem to Frontier, since their game has been less successful/profitable as a result. As per the above, I don't see a good reason to keep it this way. It is an arbitrary gameplay mechanic that has a very negative effect on the gameplay.
Let's put this in perspective. People buy a paritcular game because they like that game, they like how it works, they enjoy playing it. Now I have played a lot of games, some paid, some free,and some I didn't like particular mechanics or ways it did things, if I didn't like it I didn't come on to a forum to demand changes. For instance before buying and playing ED I looked at Eve Online, SC and NMS, and the reason I purchased ED was because of the galactic simulation and the opportunity to explore other solar system in a realistic way. Not liking a game or a particular mechanic is always going to be an issue in any game, but demanding it be changed or removed entirely due to the fact it may put a few players off is nonsensical because where do you stop?
We have demands for auto-pilot, mini-jumps, auto-throttle, wormholes/star gates, it gets to a point where the game is no longer the same game most players invested time and money in, the game that most players want and the game most players will continue to play. Changing the game to attract a "few" players while at the same time destroying the game for the existing player base would be madness indeed. If it's that big a problem for you then simply stop playing, I have done so for quite a few games, it's alright to not like a game, it's not alright to demand a game be changed to suit yourself regardless of what the existing player base thinks.