Premise/TLDR:
During my last expedition to Beagle Point with Distant Worlds 2 I always found myself forced to choose between:
1. Travel the distance to keep up with the expedition timeline
2. Slow down and enjoy the exploration of the unknown, discovering biological signs and stellar pehonomena
It's a shame I could not fully enjoy the second because of the first one.
So I thought about a solution that could help CMDR'slike me to have both: reaching far destinations and explore the galaxy making new discoveries.
The Frame Shift Drive Enhanced Performance (FSD-EP)
It is a new type of FSD that can only be installed on a certain class of ships that are more oriented to exploration: DB-X, ASP-X, Krait Phantom, Anaconda (similar concept of the Thrusters Enhanced Performance already available in game).
This module would be twice expensive as the equivalent A class standard.
If you like standard game mechanics this module is no use for you and you don't need to fit it in your ship as it is fully optional.
The FSD-EP allows you to make regular jumps as the equivalent A class and an enhanced jump of 500 LY (600LY with a 5H FSD Booster installed). There's no new mini-game associated, but there is some limitation:
The enhanced jump can only be performed between O-A-B-F-G class stars, no K or M class, no Dwarves (including white), no Neutron Stars, no Black Holes.
Enhanced jumps cannot be used in the bubble or any populated system, in these areas the use is forbidden by the Federal Pilots Regulations.
To make an enhanced jump you just need to select a compatible star from the galaxy map in a range of maximum 500LY or 600LY and charge your FSD, like a regular jump. The animation of this jump could be eventually different from the regular jumps.
Once the big jump is performed the FSD-EP needs two cool down phases (there's an additional cooling bar). When the first regular cooling is completed the ship can jump again with a maximum range of 20 LY (25LY if a 5H FSD Booster is installed). The ship can't make another enhanced jump until the second cooling is complete (15 minutes maximum). The cool down time is a linear function of the distance travelled.
The enhanced jump uses up to 90% of the fuel tank, again depending on the jump distance.
The FSD-EP will allow explorers to scan nearby systems and mapping planets during the cool down phase, maybe discover stellar phenomena and biological activities, and at the same time they can keep a good average jump range (a minimum of 2000 LY/hour - 2400 LY/hour with FSD Booster).
Exploits Free
This module would be useless to reduce the absolute time travel or reaching destinations faster:
A ship with a 63LY range (my current explorer) that does not scan any system and can make 1 jump/minute could travel 3780 LY in an hour.
If you want to use the FSD-EP and keep jumping towards your destination with the long cool-down phase and you don't scan any system the total range will be similar: 3800 LY.
During my last expedition to Beagle Point with Distant Worlds 2 I always found myself forced to choose between:
1. Travel the distance to keep up with the expedition timeline
2. Slow down and enjoy the exploration of the unknown, discovering biological signs and stellar pehonomena
It's a shame I could not fully enjoy the second because of the first one.
So I thought about a solution that could help CMDR'slike me to have both: reaching far destinations and explore the galaxy making new discoveries.
The Frame Shift Drive Enhanced Performance (FSD-EP)
It is a new type of FSD that can only be installed on a certain class of ships that are more oriented to exploration: DB-X, ASP-X, Krait Phantom, Anaconda (similar concept of the Thrusters Enhanced Performance already available in game).
This module would be twice expensive as the equivalent A class standard.
If you like standard game mechanics this module is no use for you and you don't need to fit it in your ship as it is fully optional.
The FSD-EP allows you to make regular jumps as the equivalent A class and an enhanced jump of 500 LY (600LY with a 5H FSD Booster installed). There's no new mini-game associated, but there is some limitation:
The enhanced jump can only be performed between O-A-B-F-G class stars, no K or M class, no Dwarves (including white), no Neutron Stars, no Black Holes.
Enhanced jumps cannot be used in the bubble or any populated system, in these areas the use is forbidden by the Federal Pilots Regulations.
To make an enhanced jump you just need to select a compatible star from the galaxy map in a range of maximum 500LY or 600LY and charge your FSD, like a regular jump. The animation of this jump could be eventually different from the regular jumps.
Once the big jump is performed the FSD-EP needs two cool down phases (there's an additional cooling bar). When the first regular cooling is completed the ship can jump again with a maximum range of 20 LY (25LY if a 5H FSD Booster is installed). The ship can't make another enhanced jump until the second cooling is complete (15 minutes maximum). The cool down time is a linear function of the distance travelled.
The enhanced jump uses up to 90% of the fuel tank, again depending on the jump distance.
The FSD-EP will allow explorers to scan nearby systems and mapping planets during the cool down phase, maybe discover stellar phenomena and biological activities, and at the same time they can keep a good average jump range (a minimum of 2000 LY/hour - 2400 LY/hour with FSD Booster).
Exploits Free
This module would be useless to reduce the absolute time travel or reaching destinations faster:
A ship with a 63LY range (my current explorer) that does not scan any system and can make 1 jump/minute could travel 3780 LY in an hour.
If you want to use the FSD-EP and keep jumping towards your destination with the long cool-down phase and you don't scan any system the total range will be similar: 3800 LY.