Exploring - why isn't large LY jumping a thing?

DON'T PANIC!!!

They will fix Exploration in the Q4 update. Then Exploration will be challenging, interesting, rewarding and even... FUN!!!

Or did I dream that? :S
 
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This isn’t Star Trek, we’re not stuck in the delta quadrant looking at 60yrs to get home unless we find the ‘magic rabbit hole’ we’re playing a game and what many call ‘The Grind’ many others just see a sense of achievement for a lot of hard work.
 
On topic.


A) The instance change is a function of the multiplayer environment.

B) The instance change is much quicker in Solo.

C) OP is confusing Exploration with travelling. When you are actually exploring all your jumps are sub 10 LY.

D) The point of exploration is to go a long way away. If you could hop about with your Infinite Probability Drive then there wouldn't be any point to it.


Infinite Probability Drive

[video=youtube;nCf53ses22w]https://www.youtube.com/watch?v=nCf53ses22w[/video]
 
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I guess this thread might turn a bit ranty, but a simple question:

Since a lot of explorers, and colonia movers do the jump honk jump thing, and watch netflix or whatever while doing it, why not give explorers a massive jump range? IF we could jump 10,000 LY, what gets lost other than the boredom?

To explore, you still need to jump system to system, and to get credits you still need to scan planetary bodies. The only thing I see people losing is the kudos of being strong enough to be bored enough to jump honk 50,000 light years. Is that the only reason for not doing that? I know those who've put the time / effort into this side of the game will not want it, but the jumping system to system seems to be the most boring aspect of the game.

I realise it breaks a few things - like transfer costs of ships, but I think FD should do a 'guardian tech' reveal where we invent a jump drive - separate from FSD that can do large jumps, maybe a long recharge thing like a day or whatnot? So it couldn't be used for multiple long range passenger missions in a day - saving that mechanic at least. And for a nod to the past, what about calling it a witchspace jump, and make it slightly unreliable as to destination, even a mini game like the interdiction mechanic so the better a flyer you are the closer to your target destination you get?

I would like to buy a second gen FSD that allowed you to jump as far as your fuel would take you.

So if you got enough fuel to do 200ly, then you can jump that far.

I'm ok it the time "in" hyperspace is the same per ly, it would already be a big time saver to avoid dropping in and out several times.
 
I'd love to see the galactic hyperdrive make a return. It was great in the Atari ST version of the game (I don't know if it was on any other platform.)

Basically, it was a one-shot FSD that took you to a new "galaxy". In the current game, it would be a one-shot long-range FSD that you would point in a general direction, and you'd land somewhere in the general vicinity - say within a 100-200LY bubble around the targeted system.
 
^^^I think I could totally get behind something like that. Why can't long distance travelling and exploration be two separate things? If you want to take your time and scan planets and explore via SRV on the surface go for it the old fashioned way. Those in a hurry can use the long distance option to reach a destination a bit faster. At least coming within a few hundred light years would be great.

Alternatively, I wouldn't mind being able to dock in a say an intergalactic ferry of sorts to get to places like Colonia. Kind of like Jacques station I'm thinking. A ferry that can jump 100s of light years at a time and get to Colonia much quicker. It can work on a timer like ship transfer and missions perhaps. You would have to dock and wait out the timer but maybe they let you play at the intergalactic casino on board as you wait or just enjoy the views on the observation deck. Maybe they can even stop at interesting places and give you some time to undock and explore a bit. Just make sure you get back in time cuz they are leaving with or without you. Kind of like a cruise ship, lol.

Just throwing that out there and honestly I'm fine with the game as is, but I'm in no hurry to travel to Colonia anytime soon. Gonna wait it out until the exploration update comes in Q4 and see what's up.
 
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I like the concept of a “galactic hyperdrive” which allows us to travel to other galaxies, like in the previous games. That of course requires Frontier to actually develop & implement new galaxies, which I don’t see happening anytime soon.

I don’t like the concept of “superjumps” allowing ships to leap tens of thousands of light years in a fell swoop. Deep space should remain hard to access or the galaxy loses all semblance of size from a player perspective.

That said though, I am not completely against a concept like “jump gates” making it into the game in the distant future. Man made objects linking colonized areas of space with portals allowing quick travel between them. It wouldn’t allow players to just jump anywhere in the galaxy instantly, but rather allow them to jump to predetermined locations quickly. It would link mini bubbles to the main bubble with fast travel, presenting players with fast access to many more starting points for exploration into deep space. I don’t think the game needs something like this now, but years down the road I think it could be a nice quality of life advancement to open up the galaxy to more players instead of just the hardcore explorer crowd.

And THEN maybe add that Galactic Hyperdrive and new galaxies to start over with. ;)
 
HTH do you get from SOL to Colonia in 1hr 47m???

With a 26ly jump range i got it to 8 hours travel time aproximately.

Say 4 hours with 50LY jump range.

Wow I'm late back to this.

What Ziggy and Alitnil said, video of the quick (albeit somewhat boring) Colonia run here:
https://forums.frontier.co.uk/showthread.php/374560-Evacuation-Proclamation!
It's boring watch but not boring flying, the constant routing, checking damage and trying to neutron scoop as optimally as possible definitely made that 1hr 47 minutes a challenging one. That being said if you want a fast track and re-outfit/buy at the other end the run is more than viable to do.

Basically yeah, if it's pure speed take tips from the Buckyballers. That's pure race run with a pre-flown route getting on average just shy of 12,300ly/hr. I'd expect a good exploration Conda with a non-planned route to still average 6-8kly/hr making the Colonia run about 2.5-3hrs ish these days..

Tl-dr: The galaxy is very much smaller than when the Buckyballers of old were setting the fastest time at 8hrs 43mins from Sol-Sag A*. These days it's possible to do 4x the distance in that time with change to spare.
https://forums.frontier.co.uk/showthread.php/168568-Buckyball-Racing-Club-presents-The-A*-Challenge <- Check the first spoiler tag for some history.
 
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Back at original release I took a trip in a T6 to the other side of the Orion Nebula. It had a jump range of 27.54ly. I plotted 100ly routes- which took forever as every jump permutation had to be computed. Xmas eve 2014 I was at KY Monocerotis looking back at what felt like a huge distance. The journey felt epic....... 6 months later I went to Sag A*- a monumental trip for me in my 34ly Asp. I met 2 Cmdrs there, discovered 2 planetary nebulae on the way and though had taken 4 weeks to get there using 1kly routing- took 4 days to get back due to a cracked canopy. That journey felt epic- just not quite as much so.
Last month on my 2nd account I travelled to Beagle Point- went 65,590ly from start, traced my route on EDSM and marvelled at the 1000s of Cmdrs spread around the galaxy. I jumped atleast 52ly- but often 200ly with jet cones. Had repair limpets, AFMUs, plasma slug fuel dumping and 20kly routing. That journey didn't feel epic at all........

The thing about exploration (other than the lack of content) is the feeling of remoteness, hardship, isolation and challenge- something which has been lost over the years. Whereas we were once Vasco de Gama and Magellan- we are now the Griswolds on vacation.
So making travel even easier/ quicker/ safer is NOT the kind of content I am looking for- yes exploration needs more love- but not more of the easy mode it has received so far- new things to see and new ways to see them but bring back the epicness of the journeys!

Yes. It took me four solid months of daly play to do my circumnavigation in a 35ly Asp. pre engineers... At that point, the number of players who'd reached BP was still just a few hundred, let alone gone there and back via the outer rim...

The feeling of remoteness was tangible and epic. I played in a darkened room or on my Oculus for extra ambience. It was really something special. perhaps one of my favourite achievements in any game to date.

wFHQAU6.png


Coming back into the bubble, four months later was like coming home to the bright lights of Tokyo after an age of camps and makeshift toilets.

In those days, exploration paid a pittance and the entire trip netted me less than 100M credits... So seeing the now legendary Morai CG shaping up for a big payout was the icing on the cake with a final 8 hour straight push through overnight back into the bubble.
I caught the tail end of the CG and got myself into the top 10% for an unbelievable 350M payout, which in those days was an incredible amount of money (equivalent to my entire year's income to date.)

CWp0zPf.jpg


When you keep adding stuff like 280ly jump range and 100,000,000 Cr/hour at one end, it merely takes away stuff like at the other.
 
Exactly my thought - it could be some kind of "forced misjump" as in the Elite game of olden days. Back then you couldn't know where you came out exactly. This could add so much to the game rather than 750 x jump-honk.
 
I guess this thread might turn a bit ranty, but a simple question:

Since a lot of explorers, and colonia movers do the jump honk jump thing, and watch netflix or whatever while doing it, why not give explorers a massive jump range? IF we could jump 10,000 LY, what gets lost other than the boredom?

To explore, you still need to jump system to system, and to get credits you still need to scan planetary bodies. The only thing I see people losing is the kudos of being strong enough to be bored enough to jump honk 50,000 light years. Is that the only reason for not doing that? I know those who've put the time / effort into this side of the game will not want it, but the jumping system to system seems to be the most boring aspect of the game.

I realise it breaks a few things - like transfer costs of ships, but I think FD should do a 'guardian tech' reveal where we invent a jump drive - separate from FSD that can do large jumps, maybe a long recharge thing like a day or whatnot? So it couldn't be used for multiple long range passenger missions in a day - saving that mechanic at least. And for a nod to the past, what about calling it a witchspace jump, and make it slightly unreliable as to destination, even a mini game like the interdiction mechanic so the better a flyer you are the closer to your target destination you get?

This would be good addition to the game if it was a skill based interactive mechanic where success wasn't guaranteed, and the risk/penalty of failure was sufficiently high. Otherwise we'd just end up abandoning the existing jump mechanic, and that would be sad too.
 
Yes. It took me four solid months of daly play to do my circumnavigation in a 35ly Asp. pre engineers... At that point, the number of players who'd reached BP was still just a few hundred, let alone gone there and back via the outer rim...

The feeling of remoteness was tangible and epic. I played in a darkened room or on my Oculus for extra ambience. It was really something special. perhaps one of my favourite achievements in any game to date.

https://i.imgur.com/wFHQAU6.png

Coming back into the bubble, four months later was like coming home to the bright lights of Tokyo after an age of camps and makeshift toilets.

In those days, exploration paid a pittance and the entire trip netted me less than 100M credits... So seeing the now legendary Morai CG shaping up for a big payout was the icing on the cake with a final 8 hour straight push through overnight back into the bubble.
I caught the tail end of the CG and got myself into the top 10% for an unbelievable 350M payout, which in those days was an incredible amount of money (equivalent to my entire year's income to date.)

https://i.imgur.com/CWp0zPf.jpg

When you keep adding stuff like 280ly jump range and 100,000,000 Cr/hour at one end, it merely takes away stuff like at the other.

I held off going out. I was waiting for them to flesh exploration out. When the Wizards dropped I headed out in disgust. I headed to Colonia and then to Sag A. I loved the loneliness, the isolation. The feeling there was no one around for many killies. This feeling was ruined by the tourist cruise ships at Sag A. :(
 
I held off going out. I was waiting for them to flesh exploration out. When the Wizards dropped I headed out in disgust. I headed to Colonia and then to Sag A. I loved the loneliness, the isolation. The feeling there was no one around for many killies. This feeling was ruined by the tourist cruise ships at Sag A. :(

I totally feel you so dont think i am disagreeing with you but... the funny thing here is, even with ED 1.0 jump ranges, from a pure logical perspective sagA would always have had cruise ships there (if they existed).... People go on 2 week cruises all the time today, in ED even if a cruise ship only had a 10LY jump range and it took 30 - even 100 hrs to get there it would still have been a logical holiday destination for tourism, so i guess it kind of makes sense it is active there now.
 
Basically yeah, if it's pure speed take tips from the Buckyballers. That's pure race run with a pre-flown route getting on average just shy of 12,300ly/hr. I'd expect a good exploration Conda with a non-planned route to still average 6-8kly/hr making the Colonia run about 2.5-3hrs ish these days..
Should be able to do it well under 2.5 hours now - I was a bit under that when I took my Exploraconda to Colonia last September with a non-planned route.
 
What if you based the respawn DC on where you last docked rather than where you die?
Doesn't help much - you need an inhabited system to get a bounty and die to it, so you'd just have to fly in-system and tap the landing pad rather than going to the nav beacon. Would add a few minutes back on.
 
It's also about a sense of scale and a sense of achievement. Otherwise, what's the point of exploration expeditions, if only takes a few minutes to get to any part of the galaxy?

That's not to say that exploration couldn't be made more interesting and engaging, it certainly could. And hopefully some of the changes coming later in the year will address that.

But what about the original Elite games. You had 8 galaxies. Each one had loads of stars to explore. And then you got the special jump drive and you moved to a whole new area of space. It was the same sort of thing but it felt like you went a long way.

Personally I dislike travel. It is mind numbing. Most MMO's have fast travel systems. I like the idea of star gates or these Mass Effect gates that slingshot you a long distance.

They become centers of islands in space, where you go and do your stuff in the vicinity of it, branching out and exploring opportunities. And they should all be somewhat different. And when you get bored or done what you like, jump to a whole new area of space with different factions and powers and local politics.

Jumping that far will come at a high price I suppose. A percentage of net value? Value of ship? Whatever seems feasible.
 
On topic.
[...]
C) OP is confusing Exploration with travelling. When you are actually exploring all your jumps are sub 10 LY.
[...]

This. If explorers need any "FSD boosters", the jump range could be shortened by 50% if the countdown and transition time would be shortened too (with option to power off the booster for long distance travelling).
 
So what exactly are you suggesting? Instantaneous jumps? Being able to get from one side of the galaxy to the other in a matter seconds or minutes? How would that produce more interesting gameplay or provide any sense of scale or accomplishment? To me, it sounds like exploration isn't really for you.

The point of exploration is that only one person can explore one thing first. Any explorer wants that feeling of being the first to ever see something. I never heard of this neutron Highway up until this thread. At first it seemed like a tedious task to visit these POI's. Beagle Point. Right. Where the hell is that at and why go there?

But nowadays anyone can go anyplace and the path is trodden. It is like mekka, every muslim has to go there at least once in their life.

I like the idea of decentralized exploration. If you can jump a vast distance you create there a personal exploration bubble. But all the space in between the Bubble and wherever you land is still unexplored. So instead of the Bubble slowly expanding as to signify the exploration out from it, you get a more random approach with hotspots that are 'mined out' in terms of exploration. The spots that have not been targeted are seemingly uninspired places where no one thinks to look. That means there are more places where no one has gone yet and so the player can feel like a real explorer.

I thin Frontier got it right. If you played it you'll remember using Shift key and Arrow keys to scroll to any side in the universe and you would go hundreds, if not thousands if ly's away. And in between all these systems, procedurally generated.


Another option is to leave it to the players to decide how large the universe is. That means you can havea group start a project to build a special structure, and go the way of Stargate Atlantis, where they had a gate aboard the ship.

And so a group will make small jumps outward from the Bubble. And other players can then use that gate as a jump point. Before you can jump far, the jump gate must first be moved there. That way the size of the galaxy is relative to the progression made by the project group and how fast such a gate can travel is a matter of debate. Maybe resources must be gathered, energy replenished and the whole structure moves some ly in whatever direction they chose.

So it is like you cannot travel beyond your technological capability to vanguard a jump gate. You can even build in tiers, so that e.g. a jump gate is coupled for energy to a star. And the farther away you get, the thinner the link is so ton say, the less energy can be replenished and it takes longer to charge or you have to move your gate at 77% energy level and be okay with a smaller distance.

At some point the ratio's will be silly. So you have to couple your gate structure to a new star. And that will take extra resources and calibration and whatever story you come up with.

In the meantime, explorers need to scout safe flight paths for pushing the gate forward. And so the whole project will be a spear protruding outward from the Bubble and if there are many, known space will expand in all directions. In the wake of a jump gate structure there will start colonies, midways points and as such, islands out from where there can be exploration for resources and mining opportunities.

If the game has built in limitations to how big known space can become, you won't end up with 2 hour flights to Sag. A. It also means it depends on time investment and it is a CG.
 
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