Fixing the Argument between adding inter system Jumps or keeping long distance SC

We all know about the argument of this https://forums.frontier.co.uk/showthread.php?t=93337 ultimately 1 group saying to add inter system jumps between stars, and another saying that that would kill making systems unique in terms of distance, etc.

I understand where both parties are coming from.

On one end, the reason most people want inter system jumps is simply because, there is no difference at the end of the journey except 5 hours of your time being wasted.

On the other end, the other group is argueing, that is what makes the system and the galaxy as a whole so different, some systems are better than others, some add different probabilities and situations, plus of course the interdiction possibility on those long travels..

Then you have the argument about locking on a star, and why you can't lock onto a different one within the same system:

The thing that makes no sense about keeping the current system the way it is, is that the currently community-agreed upon mechanic used to go from system to system is that the ships "lock on" to a system's star (a giant fusion reactor that broadcasts the universe's most powerful signal if ever there was one) in order to jump to that system. Being able to jump to one star and not to another one several hundred light seconds away makes no game-universe sense. One could argue that "maybe the ship can't differentiate between the stars from so far away so they can't lock on to the other one," but the obvious counter to that is the fact that you always wind up at the same star every single time. Obviously the ship can lock on to the same star every single time, which implies it can differentiate between one star and the others in the system, else you would wind up at another of the stars randomly.

My solution to understanding why perhaps this could be the case:

If it's always the center star in a triple binary system, or it randomly chooses 1 when you come in in a double binary, that would make it be unable to differentiate between the two then. On top of that, it's locking onto the gravitational field ultimately isn't it? 2 Suns would have extremely powerful overlapping gravity fields, making the ships systems think you're already there, even if its 500,000 ls away, due to the powerful overlap.

The drive isn't seeing the star like we are I don't think, but is more or less seeing the gravitational pull/energy from the sun, but since suns have such a powerful energy field and gravitational pull, it would make sense that multiple suns would screw with it.

Edit: When I say always the center star, that is where the gravitational pull or the "body" that the drive is locking onto would be the strongest, making sense that it would always place you there since the drive thinks that is the "center" or focus point is.




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If you read that thread, the argument ultimately boiled down, and to which both sides seemingly agreed.. ultimately what needs to happen is that the long distance needs to be given some sort of boost in terms of even doing it. I.E. Make longer distance travels have a prospect of being far more lucrative. If this is done, most people won't argue against that long distance travel time.

So here is my idea... which I did post in that thread.

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If I may quote myself:

"Right, this argument has ultimately boiled down too, keeping it as is, but making long distance travels worthwhile in some way, or removing the long distance travel time , ultimately removing all other game mechanics in between there, of any number of things that could happen to you as a player in that long range SC run, to make t he game faster and easier. I opt for making long distance runs more lucrative, or potentially lucrative. Can you imagine seeing a 300,000 SC run, and deciding your gonna do it.. YOu spend the time traveling.. It took you what? a full hour or longer, you scan down the planet, and you get a notification that an odd anomoly was spotted on the surface of the planet? Now imagine if they added a module ethat lets you scan the surface of planets, and you find it's an ancient alien artifact, and that a faction will pay you 400,000 credits for it + a huge boost to reputation and standing depending on who you trade it too? = profit. But it doesn't always work that way, you could travel that 300,000 and find nothing.. but.. the chances of getting something huge is there.. Or how about those far off space stations.. You travel your weary rear all the way there, and when you reach it, you find they are buying a commodity for near 20x its normal price, and or have a mission that will pay close to a million credits or more if completed.. Difficult... but extremely rewarding mission."

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The idea is simple, all planets have a chance of having a RNG roll on some form of Debris, lost salvage, Artifacts, or even ruins of ancient civilizations, aliens, etc. be found all with their own category of rareness or uniqueness.. The farther away the planet is from the main jump in sun, the higher chance that RNG has to roll high.

The chances of course are still very slim, but it's there. This would also add to the whole exploration issue with it being.. well.. boring as all heck right now.

There would also be a new "Planetary Scanner" which would when you are within orbit (close proximity, about the same as a fuel scoop for the sun, close range proximity) to a planet, you can activate this scanner to get additional make up of a planet, what resources it may have on it, and atmopshere data if possible, which also can be sold to some stations, etc. However, this scanner also has the ability to analyze and scan any anomalies your normal scanner finds on the surface.

So I'll give an example:

Taking the one above, you fly out 300,000 Ls to a far distant Planet and Moon. Upon coming up to the planet, you begin your scan several Ls's out as usual. However, upon completion, you're notified that an anomaly was detected on the surface of the planet. Once you finish the SC jump and come into close proximity of the planet, you engage your Planetary Scanner.

After this is done scanning, you're informed that the Anomaly was an Ancient Relic of an unknown civilization, and worth to the highest bidder close to 400,000 Credits + a big boost to standing and reputation to whoever you sell it too.

Awesome, right and well worth the effort especially for explorers.

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But what about stations?

Stations in far flung distant edges of systems makes no sense on many levels. Primarily being logistically and realistically there would be no reason to have it so far out, unless that planet or moon had some very rare or much needed resources on it.

So taking my example above, far flung space stations could have a RNG as well on missions. Perhaps one has one that is albeit extremely difficult to complete, but pays up to near a million credits, if completed successfully.

Or perhaps its buying a certain commodity near 20x the normal price for a short time.

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This would create a more risk/reward situation when traveling to far off and distant area's within a solar system, and would enhance exploring itself much more, allowing it to feel much more rewarding when you do find something unique and different and being appropriately rewarded for it.

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To go into greater detail on the exploration aspect. The "Anomalies" can be setup in a range of rareness and worth. Just as a quick example or possible way to set it up.

(Rating would be on a scale of A - F, so a Ancient Ruin with a Rating of A would give higher payout than an Ancient Ruin with a Rating of B or lower)

- Debris (either from crashed ships, or lost ships, etc.) 100-400 credits depending on rating.

- Lost Salvage (Such as goods/cargo from a lost ship, etc, similar to Debris but with goods inside the hold still valuable) 450-5,000 credits depending on rating.

- Ancient Ruins (Ruins from an unknown ancient civilization) 50,000 - 200,000 credits depending on rating + reputation gain to who you sell it too.
Special Conditions: Can only be found in un inhabited systems, and not on Gas planets.

- Artifacts (Artifacts of another civilization that's unknown, generally within ruins) 250,000 - 500,000 credits depending on rating + a big reputation gain to who you sell it too.
Special Conditions: Can only be found in un inhabited systems, but can be found on gas giants in orbit (such as an Alien Spaceship laying dormant)

Note: For the items that are found within another, you would not get paid for both, the payout is already combined. For instance, If you found Artifacts, you would not also get paid for Ancient Ruins. The Artifacts description would simply say "These are the coordinates to Ancient Alien Artifacts found within some Ruins".
 
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I like your idea but it's too much work for the devs to implement at this point. What you are describing would take dozens of man-hours to implement, and put other features further off. However, if the devs had to choose the next content pack this would be welcome after the new ships.

I would be satisfied with a "Distance from main star: 200,000 ls" added to every mission that ends in a destination station. At least make it easier to avoid them, please!
 
I like your idea but it's too much work for the devs to implement at this point. What you are describing would take dozens of man-hours to implement, and put other features further off. However, if the devs had to choose the next content pack this would be welcome after the new ships.

I would be satisfied with a "Distance from main star: 200,000 ls" added to every mission that ends in a destination station. At least make it easier to avoid them, please!

Yes, but nothing is impossible, they could slowly start implementing it now, and after a few expansions or updates, slowly start merging it in. It doesn't need to be an all or nothing instant addition you know?
 
My understanding is that you jump to the object with the most mass in the system you are in. So, in game world, it makes sense that you can't jump within-system; the sytems just aren't accurate enough to read the "small" gravity when you're inside the extended gravity well of the neutron star over there.

I would prefer if the System Map or whatever would tell you the distance a station is from a star... as it stands, it is very frustrating to take what you know will be an easy trade mission, only to find that you are trying to get to a station that is 300000+ Ls out
 
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