At present there are two basic ways to use the Galaxy map for hyperspace jumps:
This could be a variable option! The existing route system already works with any range number which happens to be the case, so it would be well one could request a route, for example, using 80% range (still assuming maximum fuel mass, as it does now). This could then be used to reach a farther destination without stopping for fuel, potentially without even increasing the number of jumps.
A useful extension of this would be for the Galaxy map to calculate a smaller route segment which is then appended to the manual route queue; for example, plotting a tour of multiple Engineers in sequence. It would also follow very quickly that a manual route could intersect itself, the most simple example of that being to jump to a system then back again. That in particular would be so useful that the main remaining suggestions are both designed around it.
Even with a Fleet Carrier, often it has to be parked in a nearby system instead for various reasons, once again invoking the need for a return jump.
Beyond simply automating repeated uses of a return route for convenience, this could become very useful in combination with a variable economy or manual route. For example, this could be used to repeat a Rescue megaship evacuation route which avoids an unnecessary visit to a Control system on the return journey. That occurs a lot with standard Fastest routes, because the initial departing jump clears the invaded space, whereas the final returning jump is always a smaller remainder and therefore a nearby Control system becomes a natural waypoint.
- Plotting a single route which automates the targeting of the next system, with some extra ways to bias the result.
- Targeting a single system manually.
Variable economy
This option exists at present only with two extremes; Fastest to get the fewest jumps possible by using more fuel, or Economical to use the least fuel by performing more jumps. Depending on starship modules, some methods exist for achieving intermediate economy, such as plotting the route with extra cargo held or with a Guardian FSD booster disabled.This could be a variable option! The existing route system already works with any range number which happens to be the case, so it would be well one could request a route, for example, using 80% range (still assuming maximum fuel mass, as it does now). This could then be used to reach a farther destination without stopping for fuel, potentially without even increasing the number of jumps.
Manual routes
In place of using settings and filters to bias the result, allow one to build any route by adding the star systems explicitly. This might be used for a trade tour at particular starports, low-fuel jumps for higher range (especially with jet-cone boosts!), visiting each Material trader type in sequence, taking a particular arc around areas such as Col 70 Sector, or avoiding Thargoid systems.A useful extension of this would be for the Galaxy map to calculate a smaller route segment which is then appended to the manual route queue; for example, plotting a tour of multiple Engineers in sequence. It would also follow very quickly that a manual route could intersect itself, the most simple example of that being to jump to a system then back again. That in particular would be so useful that the main remaining suggestions are both designed around it.
Return routes
Either with an explicit option or just by supplying return jumps proactively, have the Galaxy map build routes which include return jumps after the original destination is reached. That is a very common scenario; for example, most missions involve jumping to a target system then returning afterwards. It applies also to trading without a Fleet Carrier, to visit a Rescue megaship, and to Powerplay.Even with a Fleet Carrier, often it has to be parked in a nearby system instead for various reasons, once again invoking the need for a return jump.
Repeating loops
Manually or otherwise, if a route returns to its original system then it would be lovely to have that full loop repeat until rescinded. I imagine this could disrupt the route system at present though, given that it seems to assume finite jumps for any given route.Beyond simply automating repeated uses of a return route for convenience, this could become very useful in combination with a variable economy or manual route. For example, this could be used to repeat a Rescue megaship evacuation route which avoids an unnecessary visit to a Control system on the return journey. That occurs a lot with standard Fastest routes, because the initial departing jump clears the invaded space, whereas the final returning jump is always a smaller remainder and therefore a nearby Control system becomes a natural waypoint.
Other minutiae
- The jet-cone boost option should use any existing starship supercharge for the first jump from the departure system, despite its arrival star not being capable of providing a supercharge, such as plotting a route after supercharging at Beta Sculptoris B.
- A related outstanding bug in Odyssey is that returning to the Galaxy map to rebuild a disrupted route does not take into account held cargo.
- For said bug and for other reasons as well, it would be quite useful for the Recalculate option to be active always, not only when the route options were changed (at present I target the destination system, clear route, plot route).
- The Fleet Carrier jump request should just be present on the standard Galaxy map, without having to go via the Fleet Carrier management, and without closing the Galaxy map automatically after requesting the jump.