Frame Shift Drive Enhanced Performance

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.
 
The enhanced fsd seems like a good idea. Although the jump range is a little too much. Maybe like +50% of a neutron jump.
 
The enhanced fsd seems like a good idea. Although the jump range is a little too much. Maybe like +50% of a neutron jump.

It's hard to find the balance. I defined these numbers trying to match the same distance that you would take with nornal FSD without stopping and scanning.
In this case you would make an average of 1 jump/minute.
My Krait Phantom with FSD Booster can jump 63 LY (with low fuel even more than 65 LY). In 1 hour of JUMP/HONK/SCOOP I would run a distance of 63x60=3780 LY
With this FSD-PE I would make 56 jumps x 25 LY + 4 superjump x 600 LY = 3800 LY.

Using your suggestion the Enhanced Jump would be 63x4(neutron boost) + 63x2(50% of Neutron Boost) = 378 LY.
The total distance in 1 hour would be then: 56x25 + 4 x 378 = 2912 LY

So around 900 LY less. In this case I would be slower than a normal FSD so it doesn't worth the extra cost and all the other limitations, it would not be "enhanced performance" anymore.
 
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I'd love to have exploration oriented ships (DBX, ASPX, Phantom...) be able to mount a special, more capable FSD by sacifising weapon mounts. I agree that the proposed range is a bit too much though.
 
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.

No. Actually it is: I can get faster to destination if it requires only one jump.

Edit: And yet another: seems I can use long jump + small jumps while waiting for cooldown, then long jump again and again small ones during cooldown. This reduces travel time, does it?
 
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No. Actually it is: I can get faster to destination if it requires only one jump.
Only if your destination is closer than 500ly. Not further. For example to Guardian Regions. But still you need to leave the bubble first. There you save only 7-8 minutes though... Not that much faster then.
 
I think an Explorer focused Ship could come in all shapes and sizes, where one explorer might like a functional bug of a ship another might prefer a svelte yacht to do the job, neither of those players are more important than the other, so ship choice should be irrelevant.

That said, you have the makings of a solid idea for allowing Explorers to get to an area they wish to explore without getting sidetracked too much,

Perhaps the unit could be 'gated' behind a PF/UC based task that while not difficult would require the explorer to play at exploration for many hours, which would not be difficult for those with a liking for exploration, but deter those that just want it because.

As for ship builds, I think that if they had a HQ anywhere the UC might be the ones to go to to 'create' a non combat exploration oriented ship around any hull* with bonuses for equipment and range over and above that on offer to the 'general unwashed masses' after all there are military only slots on some ships but lord knows what they're for

Edit* Hull not Hill as I mistyped.
 
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Perhaps the unit could be 'gated' behind a PF/UC based task that while not difficult would require the explorer to play at exploration for many hours, which would not be difficult for those with a liking for exploration, but deter those that just want it because.
I like it, someone will eventually reply saying "oh no another grind" :D
I thought about an increased price to make this divider easier but your idea is good to me.
I would also like to see ships with reserved slots for exploration. The fact that we only have military slots is a clear indication of the game orientation (pew pew) which is a shame imho because exploration is the real new concept here, while pew pew is always pew pew in all games...
 
Edit: And yet another: seems I can use long jump + small jumps while waiting for cooldown, then long jump again and again small ones during cooldown. This reduces travel time, does it?

Nope, read the OP again and check the calculation I've made. You end up with the same distance, roughly 3800 LY in both cases with a ship with 63 LY range. I calculated improved range, cool down time and limited range very carefully to come up with a matching result intentionally.
Here the calculation from my reply above:
My Krait Phantom with FSD Booster can jump 63 LY. In 1 hour of JUMP/HONK/SCOOP I would run a distance of 63x60=3780 LY
With this FSD-PE I would make 56 jumps x 25 LY + 4 superjump x 600 LY = 3800 LY.
 
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Interesting idea, but I feel it is too complicated.

Brainstorming an alternative:

The FSD gets a multi jump mode: you can jump to any other system that you can reach in 15 normal jumps.
Requires an FSD Booster, synthesis with some trivial mats to activate.
Consumes fuel for the entire sequence directly, so you might need to fit extra fuel tanks to use fully
Has a 15 minute cooldown, during which each FSD jump will damage the drive 10% for max range jumps, and proportionally less for shorter jumps.

Would no longer expand the number of reachable stars
Would still make it easier to travel between hot spots
 
The idea seems promising, but I personally think that needs refinement. I do not have a proposal by now, I'll think an write it down. Thanks for sharing your thoughts, commanders!
 
I respect the thoughtfulness and precision put into the suggestion. It warrants careful consideration. Like a few others have pointed out, it hits me as a bit complicated and, IMHO, flyes in the face a bit of the "point your ship there and go" simplicity of exploration. Granted, it does not exclude that though. That said, long journeys really are a huge challenge. Huge. Like mountain climbing, the excitement and energy of going up is soon replaced with the grit, grind, and determination of turning around and coming back down - safely. Finishing the journey is the toughest challenge because the fanfare is long gone, excitement is over, and all you're left with is one darn long lonely boring trip back home. And no one cares at that point. All the skill, engineering knowledge, or ship capability can't save you from this inevitable let down. In my view, this dichotomy and double edged sword of exploring this galaxy is what makes it cool. That said, on my way home from my next exploration trip I will read this and want to punch myself in the face.
 
I feel the galaxy shrinking more. I have to say no.
You make me laugh someti most times, here you are boasting in you sig that Colonia is just 107 jumps away while for most is a thousand but complain when someone suggests an OPTIONAL module that might reduce the journey for others.
 
Perhaps a better approach is something like the military drives of old. They used a non-hydrogen fuel, and could jump long range. For the new one perhaps cap the max range at 1000 lys and 500 lys for heavy or large ships?

With the neutron highway the galaxy is already a relatively small place. Unboosted condas can get up to 80 lys, and Phantoms nearly 60 lys. This idea would make the scale of the galaxy basically a joke if the fuel could be scooped. A non-scoopable fuel variant might be viable if the cost/availability of the fuel was limiting enough.
 
You make me laugh someti most times, here you are boasting in you sig that Colonia is just 107 jumps away while for most is a thousand but complain when someone suggests an OPTIONAL module that might reduce the journey for others.

Can you explain to me how Colonia is 'a thousand' jumps for 'most people' ? What ship and equipment does he have access to that you don't? I have an Anaconda that can jump pretty much 80LY, or 320LY with a neutron boost. I can assure you that I don't have any gear on it that you can't obtain.

If what you mean is 'I can't be bothered building a ship for jumping long distances but still want to jump long distances' at least have the decency to just say it.
 
As someone alluded, it does gain a HUGE benefit for people exploring the outer fringes of the Galaxy. Suddenly you have 500LY more range to get to those further stars.

Even though I've participated in DW1 & DW2, I'm personally still disappointed how easy it is to traverse the entire galaxy. FDev really dropped the ball on the exploration front by giving us unlimited reign right from the start.

The original Elite was constrained by the fact that you could only jump to GalCop systems (ie, the original maps).

F:E2 and FFE were constrained by ship deterioration (and no way to repair).

E:|D should have either used that mechanism (deterioration) or some other limiting factor to slow down the exploration of the galaxy.

Then we also wouldn't have needed the silly permit-locks outside inhabited space. In fact, permit-locks are silly full stop. It should simply be that if you jump into a system for which you don't have permission that you'll get targeted by super-Elite defence forces and summarily destroyed.

Ok, getting more and more OT now, I'll stop, sorry! :)
 
Can you explain to me how Colonia is 'a thousand' jumps for 'most people' ? What ship and equipment does he have access to that you don't? I have an Anaconda that can jump pretty much 80LY, or 320LY with a neutron boost. I can assure you that I don't have any gear on it that you can't obtain.

If what you mean is 'I can't be bothered building a ship for jumping long distances but still want to jump long distances' at least have the decency to just say it.

What a sad point to pick someone up on! but, OK, I'll bend to you demands this time.
22,000 divided by any amount that's below 22ly jump range, you could have figured that one out for yourself 'if you could have been bothered'

As for building a long range ship, yup, I've got a Clipper that does 35ly and my mate's Python does 25ly and for me it's still 700* jumps (maybe 600 using the cones)

*Plotting half way was 350 straight and 335 using cones (can't plot more than 20kly)
 
As someone alluded, it does gain a HUGE benefit for people exploring the outer fringes of the Galaxy. Suddenly you have 500LY more range to get to those further stars.

Even though I've participated in DW1 & DW2, I'm personally still disappointed how easy it is to traverse the entire galaxy. FDev really dropped the ball on the exploration front by giving us unlimited reign right from the start.

The original Elite was constrained by the fact that you could only jump to GalCop systems (ie, the original maps).

F:E2 and FFE were constrained by ship deterioration (and no way to repair).

E:|D should have either used that mechanism (deterioration) or some other limiting factor to slow down the exploration of the galaxy.

Then we also wouldn't have needed the silly permit-locks outside inhabited space. In fact, permit-locks are silly full stop. It should simply be that if you jump into a system for which you don't have permission that you'll get targeted by super-Elite defence forces and summarily destroyed.

Ok, getting more and more OT now, I'll stop, sorry! :)
Absolutely... short-sightedness.
In fact adding to what you say there they also dropped the ball on fuel scooping from stars, if they had made fuel scooping from Gas giants instead there could have been rewards from 'Explorers arm' to be able to scoop the brown dwarf stars, this would mean that Exploration was tied in to the safety aspect in making sure you always had one jump back to your last GG, space would have been much smaller if Explorers didn't KNOW that there was fuel waiting where they were jumping to.
 
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