FSD jump mechanics rework

Allow us to jump as far, as you have fuel. It would considerably reduce the amount of cutscenes that you'd had to watch which drives people mad. If you want to make it so it would take the same amount of time to travel, just make jump cutscene lasts depending on the distance of travel. If you'd decide to put a mind to it, you could even implement a hyperspace where you'd be able to interdict the other ships and that could be like a system travel, but instead of planets it would be an exit to a different systems
 
So a bit like SC Quantum Drive then? From a gameplay perspective what do you do in the time between?

Plus, how would people know where you are to interdict you?
 
So a bit like SC Quantum Drive then? From a gameplay perspective what do you do in the time between?

Plus, how would people know where you are to interdict you?
As i've said all flying/interdiction/detection mechanics could be done as in system travel. I don't really expect the devs would do it considering that their philosophy is to make something that would look good without caring about the gameplay. But considering increasing the jump ranges it's easy to implement. Devs could rework the FSD stats so its rating would affect a travel speed and a fuel efficiency and it's up to me what i will do during travel. If it was up to me i would make the jumps as fast as possible, but that's FD, they love to stretch your time so i've suggested upfront
 
As i've said all flying/interdiction/detection mechanics could be done as in system travel. I don't really expect the devs would do it considering that their philosophy is to make something that would look good without caring about the gameplay. But considering increasing the jump ranges it's easy to implement. Devs could rework the FSD stats so its rating would affect a travel speed and a fuel efficiency and it's up to me what i will do during travel. If it was up to me i would make the jumps as fast as possible, but that's FD, they love to stretch your time so i've suggested upfront
It sounds like what ED was going to get (i.e. point to point) but went for SC instead.

If more of the game happened in 'real' space flying about then it would certainly be a good thing, but I think the idea rewrites the fundamental way the game now is structured.
 
Is there a reason you reposted this? It's not going to make a major overhaul any more likely.
 
Don't interdictions happen almost exclusively a the system of origin/destination?
Not always. And how would people 'target' you for PvP interdiction?

If more time was spent in real space flying to stations it would offset that, but as it stands on its own it would make the game even emptier really.
 
Not always. And how would people 'target' you for PvP interdiction?

If more time was spent in real space flying to stations it would offset that, but as it stands on its own it would make the game even emptier really.
How do you do it now? The odds of guessing another player's route between two points vs. trying to catch them at a destination - I know which side of that bet I'd take. Anecdote: I have never been interdicted by a player outside a destination system.

If it were up to me....
Passing through a system you'd already visited would not require dropping out of frameshift and aligning on the next star. Instead, you'd have the option to play a mini-game (possibly inspired by At the Core). Failure of the minigame would result in a forced exit from frameshift similar to losing an interdiction. Success would reduce fuel consumption and give faster real-world transit time. Opting out of the minigame would result in normal fuel consumption and an extended "frameshift" loading screen comparable to the current real-world time it takes to drop out of hyperspace, realign and jump.

Equipping a Wake Scanner would give a CMDR the ability to purchase Navigational data on all "open" players within [Module Class] x [Light Years]. The data would highlight the destination system as well as the size of the ship's FSD (but not commander ID or any detailed information about the target ship). Selecting a particular target ship/FSD signature would cost additional funds and reveal their plotted route. The target would receive an in-game email informing him of incoming attackers (similar to existing mission mechanics). The aggressor would attempt to get to one of the systems in the plotted route before the target (and before the destination system). If successful, the aggressor (who would need an interdictor equipped) would have the opportunity to affect a hyperspace interdiction. If the aggressor failed, they'd still be able to attempt a classic interdiction at the destination system if they could get there fast enough.

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The problem I have with increasing the time spent in real space flying to stations is that it increases the time from A to B without giving any additional gameplay. That's a big ask considering how infrequent piracy actually is. You could cut supercruise time by "x" and increase real-space flight time to station by that same "x" and I wouldn't complain, but I don't think it would create a large enough window of opportunity to matter r.e. PvP/Piracy.
 
How do you do it now? The odds of guessing another player's route between two points vs. trying to catch them at a destination - I know which side of that bet I'd take. Anecdote: I have never been interdicted by a player outside a destination system.

If it were up to me....
Passing through a system you'd already visited would not require dropping out of frameshift and aligning on the next star. Instead, you'd have the option to play a mini-game (possibly inspired by At the Core). Failure of the minigame would result in a forced exit from frameshift similar to losing an interdiction. Success would reduce fuel consumption and give faster real-world transit time. Opting out of the minigame would result in normal fuel consumption and an extended "frameshift" loading screen comparable to the current real-world time it takes to drop out of hyperspace, realign and jump.

Equipping a Wake Scanner would give a CMDR the ability to purchase Navigational data on all "open" players within [Module Class] x [Light Years]. The data would highlight the destination system as well as the size of the ship's FSD (but not commander ID or any detailed information about the target ship). Selecting a particular target ship/FSD signature would cost additional funds and reveal their plotted route. The target would receive an in-game email informing him of incoming attackers (similar to existing mission mechanics). The aggressor would attempt to get to one of the systems in the plotted route before the target (and before the destination system). If successful, the aggressor (who would need an interdictor equipped) would have the opportunity to affect a hyperspace interdiction. If the aggressor failed, they'd still be able to attempt a classic interdiction at the destination system if they could get there fast enough.

---
The problem I have with increasing the time spent in real space flying to stations is that it increases the time from A to B without giving any additional gameplay. That's a big ask considering how infrequent piracy actually is. You could cut supercruise time by "x" and increase real-space flight time to station by that same "x" and I wouldn't complain, but I don't think it would create a large enough window of opportunity to matter r.e. PvP/Piracy.
The issue is knowing the destination system- what would happen is more attacks would congregate around destinations and less between from an attackers perspective.

You can increase real space transits by things like this


And making navs more fundamental.

Personally I'd prefer more in SC to dodge / think about than go point to point.
 
What I WOULD like is if, while flying around in the space owned by your own Power(or in certain other special circumstances), you could tap into an autojump system controlled by beacons there.

So you could be on one side of your Power's space, and set a route to the other side, and it will automatically jump from point to point to point without input or crashing into the star or whatever.

Interdiction is something of a moot point when traveling long distances, honestly, because the attacker will almost never have time to see you and get on your tail fast enough to interdict you before you jump out. I'm tempted to just say it shouldn't be possible in normal circumstances, just so players could let the game do its thing for a few minutes without concern.

Another place this could exist might be along the Colonia Highway, between megaship locations. Maybe not ALL the way, but throw in a few links along the way, so players could jump for an hour, then link into the beacon chain and go to the bathroom for 15 minutes, and come back to their ship safely jumping along.
 
The issue is knowing the destination system- what would happen is more attacks would congregate around destinations and less between from an attackers perspective.
I guess I'm missing why congregating around the destination system is a bad thing? I've always understood the biggest challenge to PvP in ED is the difficulty of finding other players in a vast galaxy (bubble even).

You can increase real space transits by things like this


And making navs more fundamental.

Personally I'd prefer more in SC to dodge / think about than go point to point.
I've generally found your suggestions to be well-considered and don't have an issue with this one, but I don't think it materially helps the the interdiction/piracy loop. The numbers are arbitrary, but take a scenario where you drop in at 20km and the station's area of influence is restricted to 1km. At 300 m/s that's a little over a minute worth of time to intercept and incapacitate. That's a tough scenario even if you're relatively close to the target. I think you'd need a localized jump beacon to serve as the "landing point" for in -coming ships. Place that beacon 20km from the station's area of influence and now you've got the makings of a gauntlet. Otherwise you just increase the time spent in real space without materially increasing the PvP interaction.
 
I guess I'm missing why congregating around the destination system is a bad thing? I've always understood the biggest challenge to PvP in ED is the difficulty of finding other players in a vast galaxy (bubble even).
Its not- its just ensuring you get as many chances to be vulnerable as you can since real-space is so limited for general traffic. For example I've been caught fuel scooping a couple of times away from help, and had to re-route to less advantageous systems and escape.

I've generally found your suggestions to be well-considered and don't have an issue with this one, but I don't think it materially helps the the interdiction/piracy loop. The numbers are arbitrary, but take a scenario where you drop in at 20km and the station's area of influence is restricted to 1km. At 300 m/s that's a little over a minute worth of time to intercept and incapacitate. That's a tough scenario even if you're relatively close to the target. I think you'd need a localized jump beacon to serve as the "landing point" for in -coming ships. Place that beacon 20km from the station's area of influence and now you've got the makings of a gauntlet. Otherwise you just increase the time spent in real space without materially increasing the PvP interaction.
As it suggesting in the idea thread, its opening out spaces (in fact any space) for regular traffic that simply don't exist. Its also trying to keep with what exists.

For PvE piracy you have a bubble of NPC ships around stations, which is ideal for PP (if NPCs were on par with players re engineering and equipment). For players it means your engineering on large ships matters since you can't be lightly armed with no shields / low power.

PvP wise (and especially in a PP context) having such a space would be great for intruders, since players take off in safety, fly in safety and drop in safety.
 
Is this another thread about instant travel by impatient players?
I believe it is a post sharing the sentiment that the SC and FSD game mechanics is outdated, illogical and needlessly tedious to only support the grind FDev is pushing on us instead of exerting their creativity on... well, how to put it... khm... creative gameplay design.

But your mileage may vary.
 
It would be neat if you could refuel with premium fuel at a station. Costs 10000x more but gives the standard +100% jump range for one jump.
Could even go with until that tank (assuming a whole tank was fueled with premium) is empty and allow multiple jump plots in the gal map using the boosted range.
 
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