Request:
Please make an alternative to jumping called Inertial Glide.
. How it works:
. Enter Jump Sequence by pressing J per usual.
. Cost of Entry:
Inertial Glide - Fuel cost of Jumping +2 (entry and exit)
. Experience:
Player enters a visual field like that of the galaxy-map
. Purpose:
Enables the player to enter a Continuous-Flight Mode like that of Super Cruise.
. Speed:
about 5% slower than Bucky-Balling averages.
this is about exploring and making exploration a continuous experience rather than ...jump ...star blindness... (because it really does involve traveling no matter how much scanning is later done)
Gameplay:
. Players select an 'Exit Target'
. The 'Exit Target' is an area of stars ahead of them wherein the ship will 'Will exit'.
. The 'Exit Target' can be reduced to a filter such as KGB-FOAM
. The 'Exit Target' begins an 'auto-pilot' sequence such that as the pilot enters the range of the 'target' area it begins to vector towards a star favored from the filter input by the pilot.
. The 'Glide' is those areas previous to the 'Exit Target' along some magnitude measured in Light Years
Example: the pilot can
a. scan for 'sites of interest' such as
'anomalous signals,
void densities (objects within the void that are not stars or systems)... possibly RNG?
...and other creative ideas for ACTUAL gameplay.
b. pilots can target star systems as they pass by selecting via the hud "enable gravity well vectoring" or simple "enable vectoring"
c. pilots can then further select the system ahead which is of interest by deliberately turning their ship towards the "vector target" (usually a star system)
. the ship, much like a glider, then begins to move towards the target by its already exiting inertia plus pilot input
e. caution: some fun... vectoring should be 'slowable' but speed cannot be increased creating a situation of inevitable 'glide collapse'. Therefore, this action should be a commitment. If you begin to exit 'Interial Glide' the process is irreversible.
e. caution II: some more fun... pilots can 'opt out' of exiting prematurely (such as passing by another star system on the way to their 'vector target') by actually selecting a 'vector target'
e. caution III: players can disable prematurely exiting 'inertial glide' before their 'Exit Target' by NOT selecting for 'enable vectoring'
This would really improve exploration and the game as a whole. Please do this even if it is an Engineering thing.
Reason For Request:
. Current Exploration Traveling Experience / Gameplay
Press J ... Jump ...become blinded by star ...a few seconds of actual gameplay ...jump (dis-allowance to do anything else except to prepare for the jump-exit gameplay-moment) ...jump-exit ...star blindness ...repeat
. Current Exploration Traveling Experience / Gameplay
My Statistics:
Systems Visited: 49, 914
Profits from Exploration: 724, 794, 462
Total Hyperspace Distance: 1, 652, 484 Ly
Number of Gameplay Elements Discovered Involving Exploration: 0
Unique Things Discovered Because of Stellar Forge: Two Landable Ring-Worlds almost touching (about to collide), Three Icy Ring-Worlds with one orbiting the other in close proximity, one set of Earth-Likes orbiting one another, one set of Ammonia Worlds orbiting one another
Unique Things Discovered Because Frontier Did Some Development: 0
Unique Things Discovered Because of Exploration-Content: 0
Extent of Daily Exploration Experience... FOR YEARS...
...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess
Please make an alternative to jumping called Inertial Glide.
. How it works:
. Enter Jump Sequence by pressing J per usual.
. Cost of Entry:
Inertial Glide - Fuel cost of Jumping +2 (entry and exit)
. Experience:
Player enters a visual field like that of the galaxy-map
. Purpose:
Enables the player to enter a Continuous-Flight Mode like that of Super Cruise.
. Speed:
about 5% slower than Bucky-Balling averages.
this is about exploring and making exploration a continuous experience rather than ...jump ...star blindness... (because it really does involve traveling no matter how much scanning is later done)
Gameplay:
. Players select an 'Exit Target'
. The 'Exit Target' is an area of stars ahead of them wherein the ship will 'Will exit'.
. The 'Exit Target' can be reduced to a filter such as KGB-FOAM
. The 'Exit Target' begins an 'auto-pilot' sequence such that as the pilot enters the range of the 'target' area it begins to vector towards a star favored from the filter input by the pilot.
. The 'Glide' is those areas previous to the 'Exit Target' along some magnitude measured in Light Years
Example: the pilot can
a. scan for 'sites of interest' such as
'anomalous signals,
void densities (objects within the void that are not stars or systems)... possibly RNG?
...and other creative ideas for ACTUAL gameplay.
b. pilots can target star systems as they pass by selecting via the hud "enable gravity well vectoring" or simple "enable vectoring"
c. pilots can then further select the system ahead which is of interest by deliberately turning their ship towards the "vector target" (usually a star system)
. the ship, much like a glider, then begins to move towards the target by its already exiting inertia plus pilot input
e. caution: some fun... vectoring should be 'slowable' but speed cannot be increased creating a situation of inevitable 'glide collapse'. Therefore, this action should be a commitment. If you begin to exit 'Interial Glide' the process is irreversible.
e. caution II: some more fun... pilots can 'opt out' of exiting prematurely (such as passing by another star system on the way to their 'vector target') by actually selecting a 'vector target'
e. caution III: players can disable prematurely exiting 'inertial glide' before their 'Exit Target' by NOT selecting for 'enable vectoring'
This would really improve exploration and the game as a whole. Please do this even if it is an Engineering thing.
Reason For Request:
. Current Exploration Traveling Experience / Gameplay
Press J ... Jump ...become blinded by star ...a few seconds of actual gameplay ...jump (dis-allowance to do anything else except to prepare for the jump-exit gameplay-moment) ...jump-exit ...star blindness ...repeat
. Current Exploration Traveling Experience / Gameplay
My Statistics:
Systems Visited: 49, 914
Profits from Exploration: 724, 794, 462
Total Hyperspace Distance: 1, 652, 484 Ly
Number of Gameplay Elements Discovered Involving Exploration: 0
Unique Things Discovered Because of Stellar Forge: Two Landable Ring-Worlds almost touching (about to collide), Three Icy Ring-Worlds with one orbiting the other in close proximity, one set of Earth-Likes orbiting one another, one set of Ammonia Worlds orbiting one another
Unique Things Discovered Because Frontier Did Some Development: 0
Unique Things Discovered Because of Exploration-Content: 0
Extent of Daily Exploration Experience... FOR YEARS...
...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess ...Jump ...Starblindess