Hi guys, while out in the far away galaxy a bit of an idea hit me in the way Synthesis and FSD boost bonus works now.
I am no artist but I added a FSD Injection Bottle to the HUD see pic
http://imgur.com/JcmaDWd
Here is what I am thinking.
Idea regarding the FSD Synthesis Injection system within our ships, at the moment we have a 1 jump option of 25%, 50%, 100% of our ships jump range, so with the way I have my ASP set up at the moment for exploration I have a max synthesis 1 off jump range at 100% of 69ly which isn’t bad, I switch my FSD on my L/H panel and off I go.
I would like to see a few changes, especially for the long distant explores out there who are on the very outer rim of our galaxy.
As you see from the picture I have added a FSD Injection Bottle and like a Nitrous kit fitted to a car you can hit the button and get a few boost from the Nitrous bottle. So how do I see this working in a ship.We collect materials in the SRV and get 3 options Basic, Standard, Premium plus the relative bonuses, the bonus is directly aligned to the ships jump range.
What I would like to see as we select one of the 3 options to refill the “FSD Bottle” fills so on a Basic fill the bottle fills to 25% and gives us that one jump of ship range of 25% with the 2 parts Vanadium and 1 partGermanium. Keep it the same as it is now.
Moving onto the Standard Option of a one off jump of 50% I would like to see an increase of materials needed to gain 2 jumps with a 50% increase on range. Material needed would go up to Vanadium 2 parts, Germanium 2 parts, Cadmium 4 parts and Niobium2 parts. Selecting Standard would now fill the “FSD Bottle” to 50% giving 2 jumps of which 25% is needed for each jump.
The same with the Premium Option but with an increase of x4 materials needed, selecting the Premium fills the “FSD Bottle” to 100% which in turn now gives the ship 4 jumps at 100% of jump range.
This would give the chance to explore further out past the galaxy rim to systems that can be seen but can’t be reached. Plus the option to jump large distances within the populated bubble.
I am no artist but I added a FSD Injection Bottle to the HUD see pic
http://imgur.com/JcmaDWd
Here is what I am thinking.
Idea regarding the FSD Synthesis Injection system within our ships, at the moment we have a 1 jump option of 25%, 50%, 100% of our ships jump range, so with the way I have my ASP set up at the moment for exploration I have a max synthesis 1 off jump range at 100% of 69ly which isn’t bad, I switch my FSD on my L/H panel and off I go.
I would like to see a few changes, especially for the long distant explores out there who are on the very outer rim of our galaxy.
As you see from the picture I have added a FSD Injection Bottle and like a Nitrous kit fitted to a car you can hit the button and get a few boost from the Nitrous bottle. So how do I see this working in a ship.We collect materials in the SRV and get 3 options Basic, Standard, Premium plus the relative bonuses, the bonus is directly aligned to the ships jump range.
What I would like to see as we select one of the 3 options to refill the “FSD Bottle” fills so on a Basic fill the bottle fills to 25% and gives us that one jump of ship range of 25% with the 2 parts Vanadium and 1 partGermanium. Keep it the same as it is now.
Moving onto the Standard Option of a one off jump of 50% I would like to see an increase of materials needed to gain 2 jumps with a 50% increase on range. Material needed would go up to Vanadium 2 parts, Germanium 2 parts, Cadmium 4 parts and Niobium2 parts. Selecting Standard would now fill the “FSD Bottle” to 50% giving 2 jumps of which 25% is needed for each jump.
The same with the Premium Option but with an increase of x4 materials needed, selecting the Premium fills the “FSD Bottle” to 100% which in turn now gives the ship 4 jumps at 100% of jump range.
This would give the chance to explore further out past the galaxy rim to systems that can be seen but can’t be reached. Plus the option to jump large distances within the populated bubble.
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