Fsd suggestion

When frontier mentioned the possibilties of one-off large jumps which later was revealed to be fsd injections(where you can have up to double jump range for one jump), i had a different vision for what that meant.

My idea was that you make one jump that was the equivalent to all the individual jumps you could make with the amount of fuel you have, minus one jump so you aren't completely out of fuel. Then have a long cool down on the fsd similar to when you fail escaping and interdiction.

Because people will most likely whine about balance , if this were to replace current fsd injection it might not upset them as much because you would have to put the time in to find the and collect the resources required. As it stands the fsd injection is a let down it really is only useful to those who cant pay attention to their fuel levels and need that one extra jump to reach a scoopable star.

But that is just my opinion, im sure there are other people who would enjoy a whole lot less loading screens. I work a full time job and have a busy schedule so i dont have a lot if time to play and it honestly feels like the majority of my play time is spent watching the hyperspace jump screen. It looks really cool but the novelty where off fast when you're constantly doing it.

Also to those that say i go exploring and i dont mind all the jumps, or would feel like your time and work on spent prevoius journeys would be invalidated. Thats fine the more jumps the better better when it come to exploring, thats more to explore, i did a 70k ly journey my self when i had some time off, you dont find the stuff you jump past so this shouldn't be a problem. You'll just be able to come home quicker if you so choose.

Finally, from a lore standpoint Sirius Corp and Planet Express worked together, on new fsd technology to greatly increase shipment delivery speeds.

No CMDRs were harmed in the making of this post
 
Also when i made my 70k ly journey it was to a nebula that I couldn't enter beacause the distance between the systems was too far 80 to a 100+ that was disappointing going all that way and not be able to get in. This idea would allow me to go back and complete that expedition. Im sure other people have had this issue too
 
It is a good idea, but I have had a similar idea, and have decided against really pushing it for much the same reasons that could be applied to yours.

For me it was a kind of FSD "extender" that took up an internal slot, cost extra energy and generated more heat when charging a FSD in exchange for increasing the max fuel that could be used on a jump - in turn increasing the jump range of ships at the cost of reducing the maximum number of jumps, and how far that actually means you'll travel.

The size would affect how much (Class 1 for 1 ton, Class 5 for 5 ton) and use the Rating to regulate the efficiency of the component. A rating is best, but you still loose some efficiency reducing the actual effect as opposed to the one-time injections.

The tradeoff of the installed "extender" would be its energy cost/heat and increased fuel consumption.
You wouldn't actually travel as far as normal in total - as you'd consume more fuel faster, but it would help it so you could get to jump further. The actual effect would be akin to a curve, where it takes more fuel to travel farther.
The excess power consumption would affect the choice of internals, weapons and extras.
And the added heat adds a fair degree of danger as you can't jump close to a star, or while boosting without adding significant internal damage.

The main reason I decided against pushing it was with the addition of the FSD injections - adding a Planatery Landing module has a similar effect to the Extender in using space and adding power cost, so its a redundant system. However I would kind of like the alternative as I agree and find the ground exploration far too tedius with far too little rewards in it.

I just don't think FD would actually want to change up what they've designed already.
 
I also considered that but the difference in my idea for the modules for extending jump range was that like thrusters they would be be dependent on the mass if your ship forcing the player to give up larger internal slots in favor of larger jumps. A combination of both ideas would also be cool.
 
Last edited:
Heh, I hadn't paid attention to that.

It would be nice. I like exploring, and don't mind some ground work - but I dislike the need to hit the ground for a space activity like the FSD injections.

Would be nice if it comes out like that.
 
Back
Top Bottom