Direct warp to stations when entering system.

As the title suggested, what if you can warp directly into stations when entering a system?
It would solve problems in systems like LHS 3447, where most stations are 100,000 Ls away from entry point.

To make this idea not lower the difficulty of things too much, I suggest making this option only available to star port and major stations, not small station and outposts.
Or perhaps you will need to meet a required reputation or acquire a permit before warp.
Even simply allowing warp to distance near stations, around 10,000 Ls would make systems like LHS 3447 not so avoided.
If that's still too "easy" for the majority, then perhaps only allow this specifically for system that has most stations ridiculously far away from entry point.
 
Last edited:
As the title suggested, what if you can warp directly into stations when entering a system?
It would solve problems in systems like LHS 3447, where most stations are 100,000 Ls away from entry point.

To make this idea not lower the difficulty of things too much, I suggest making this option only available to star port and major stations, not small station and outposts.
Or perhaps you will need to meet a required reputation or acquire a permit before warp.
Even simply allowing warp to distance near stations, around 10,000 Ls would make systems like LHS 3447 not so avoided.


Maybe it is a mechanism to get the birds to leave the nest.
Fly away from LHS 3447 and join the universe. ;)
 
I get why you are want this, however I seriously doubt this will happen, supercruise is part of the game, and yes can be rather uneventful but even so, if it becomes undock -> jump -> warp -> dock

That would ruin the feel of the scale and scope of the game for me at least, which is part of what makes it great.
 
There was talk of in-system warps some months ago, and last I read about it was that FD were considering in-system warps to secondary stars that are very far away. But whether they will implement it and how and when, I do not know.
 
There was talk of in-system warps some months ago, and last I read about it was that FD were considering in-system warps to secondary stars that are very far away. But whether they will implement it and how and when, I do not know.

In system warps were apparently the original design until the DDF came up with supercruise. I think SC is much (much) better, even though it MIGHT be cool to see a specialist FSD drive, at some point later, for in system jumps (more military).

I personally like the remote feeling of the deep sea, when you've travelled way out to a station and there are plenty of systems where the station is 1k - 2k Ls from the nav point, if a long cruise out isn't for you.
 
It ain't gonna happen.

They nerfed beacon trading where you could jump right to the destination station just a while back. I doubt that they would reintroduce it at this point.
 
I get why you are want this, however I seriously doubt this will happen, supercruise is part of the game, and yes can be rather uneventful but even so, if it becomes undock -> jump -> warp -> dock

That would ruin the feel of the scale and scope of the game for me at least, which is part of what makes it great.

I get that super cruise is a really big part of the game, I do not suggest to get rid of cruise between entry point and exit point, but simply shorten some that are unnecessarily long, as I said:
Even simply allowing warp to distance near stations, around 10,000 Ls would make systems like LHS 3447 not so avoided.
 
I get that super cruise is a really big part of the game, I do not suggest to get rid of cruise between entry point and exit point, but simply shorten some that are unnecessarily long, as I said:

Could use a price comparison .. in other words, higher prices at stations a long way out make the trip more worthwhile?
 
Sure, increasing incentives would definitely work, you should make a suggestion thread for that it's actually a pretty good idea :3

Cheers Commander.
I'll try to have a look in game later, there might be a price difference already? Not sure.
PM me if you want to do a little survey on it with me.

edit --
In any case, I truly don't think shortening the distances is the answer. A special military FSD drive, maybe, but there are plenty of near-to-beacon stations. I do think a shame to shrink the galaxy down :D
 
Last edited:

Robert Maynard

Volunteer Moderator
As the title suggested, what if you can warp directly into stations when entering a system?
It would solve problems in systems like LHS 3447, where most stations are 100,000 Ls away from entry point.

To make this idea not lower the difficulty of things too much, I suggest making this option only available to star port and major stations, not small station and outposts.
Or perhaps you will need to meet a required reputation or acquire a permit before warp.
Even simply allowing warp to distance near stations, around 10,000 Ls would make systems like LHS 3447 not so avoided.
If that's still too "easy" for the majority, then perhaps only allow this specifically for system that has most stations ridiculously far away from entry point.

We've just had a community goal where the target outpost was 0.22 Ly (approx. 7,000,000 Ls) from the main star drop in point - over 3,000 commanders took part, even though it was a c.90 minute transit. Long super-cruise times are part of the game design - the galaxy is big - if the station / outpost in a particular system is too far for a player, try a different system....
 
Last edited:
We've just had a community goal where the target outpost was 0.22 Ly (approx. 7,000,000 Ls) from the main star drop in point - over 3,000 commanders took part, even though it was a c.90 minute transit. Long super-cruise times are part of the game design - the galaxy is big - if the station / outpost in a particular system is too far for a player, try a different system....

We're just trying to work out whether, community goals aside, there's any bonus in regular commodity prices (reputuation or influence, any bonus on delivery missions etc etc) on taking time to travel out, as part of regular or solo gameplay ...

If anyone has any info on this, hope the OP won't mind, feel free to post (you'll save me a job :D)
 
I posted a thread along similar lines in my first week of playing ED but I have since come to terms with the nature of the game. I no longer advocate any change to the system.

Deciding whether to embark on a long SC to a remote station is one fragment of the game's strategy. Deciding not to, and selling your cargo somewhere else is a perfectly valid choice. Not every location, or every aspect of gameplay, is for every player.
 
We've just had a community goal where the target outpost was 0.22 Ly (approx. 7,000,000 Ls) from the main star drop in point - over 3,000 commanders took part, even though it was a c.90 minute transit. Long super-cruise times are part of the game design - the galaxy is big - if the station / outpost in a particular system is too far for a player, try a different system....
May I ask, did the community goal fail? I am sort of new to this game and the forum, picked it up last week and only joined this forum this week.

Also, what if your mission requires you to goto a system? I just got one, but was lucky it only require me to find things instead of flying 300,000 Ls to the station, but what if at some point a mission require you to take an really unnecessarily long journey? Well I guess we could just ignore it but I can't help but think there's a much better solution to this.
iyTV52x.png

5KM2DAr.png
PS: Sorry for the big picture size.
 
Last edited:

Robert Maynard

Volunteer Moderator
May I ask, did the community goal fail? I am sort of new to this game and the forum, picked it up last week and only joined this forum this week.

Also, what if your mission requires you to goto a system? I just got one, but was lucky it only require me to find things instead of flying 300,000 Ls to the station, but what if at some point a mission require you to take an really unnecessarily long journey? Well I guess we could just ignore it but I can't help but think there's a much better solution to this.
PS: Sorry for the big picture size.

The community goal was a roaring success! About 2.5M tonnes of scrap delivered to Hutton Orbital. Bearing in mind that the maximum able to be delivered in one load was 292t (shieldless Python) - and that many participants were not in ships that large - that's a whole load of 90 minute trips! (plus, of course, the orderly queueing for the single medium landing pad on the outpost....)

Screenshot_0074.png
 
The community goal was a roaring success! About 2.5M tonnes of scrap delivered to Hutton Orbital. Bearing in mind that the maximum able to be delivered in one load was 292t (shieldless Python) - and that many participants were not in ships that large - that's a whole load of 90 minute trips! (plus, of course, the orderly queueing for the single medium landing pad on the outpost....)

View attachment 65986

Ah, I suppose this is just personal preference of tolerance for super cruise time then. Still I feel like there should be an option for lazy people like me but you got the point across, if systems are not to your liking just avoid it. Thanks for your time and patience to explain this to us.
 
Last edited:
Convenience kills games.

An idea should not be pushed forward just because it sounds convenient, and there are no apparent downsides.

The hutton mug CG stands out because it had a 90 minutes time frame. If it didn't, it'd just be any other CG. These inconveniences (while unpleasant) create meaning.
 
Convenience kills games.

An idea should not be pushed forward just because it sounds convenient, and there are no apparent downsides.

The hutton mug CG stands out because it had a 90 minutes time frame. If it didn't, it'd just be any other CG. These inconveniences (while unpleasant) create meaning.
I suppose it would, ridiculously long cruise time is part of the game feature.
 
Last edited:
Yet I do not agree to your rule of idea not being suggested simply because it sounds convenient and have no apparent downsides, as there are lots of actually good suggestions, and even bad ones can possibly serve convince people who thought some of the game feature is pointless that it isn't.
Take this one as an example, although through many helpful constructive criticism, it turns out to be a bad idea, it convinced me that the long cruise time is a vital part of the game.
Throwing ideas around to improve the game is what this section of the forum is about, be it good or bad.

(If i misunderstood your meaning of "should not be pushed forward", then I apologize, please ignore the second part of this reply.)
By pushed forward, I specifically meant that 'there are no downsides and it would only make things more convenient' should not be the only supporting argument needed, as there is always more to the picture.
 
By pushed forward, I specifically meant that 'there are no downsides and it would only make things more convenient' should not be the only supporting argument needed, as there is always more to the picture.
Understood, I'll edit my reply accordingly, thanks for being so patient with me and apologies for my bad understanding/expressing ability.
 
Back
Top Bottom