Hey guys, I've posted this in two other places before finding out this is the place I needed to put it, so I'm just gonna paste it in here.
I'm an xbox one player and bigtime fan, I built this profile just to mention something that i think should be addressed. Ive seen a few other threads that have mentioned the following, and i wanted to add to that, but unfortunately it appears i have to verify my existence first. So basically the trouble im having is this:
I've outfitted my asp explorer for, you guessed it, exploring (crazy I know), and ive made it as light as possible so as to capitalize on jump range. After doing this, it occurred to me that i could fill up all my empty compartments with supplemental fuel tanks, should i need to bounce through some dead spot somewhere in the galaxy without refuelling. My thought process was, if i keep my fuel levels down to around half, I should be able to make use of a larger jump distance, until such a time as i need to refuel again. Once i had refuelled, i figured i would just replot the route so as to ensure i wouldnt have a jumo distance that exceeded my mass's max jump distance. Unfortunately, it appears that when plotting routes, the computer ONLY plots routes that can be managed with a maximum fuel load. It does not take into account the actual current nass of the ship, only the potential maximum mass.
SO. As a proposed solution, I thought I might suggest a toggle that allows you to set your own max jump range, which could theoretically span from a jump range of zero, all the way up to the potential maximum distance, given the minimum mass of the ship(ship's dry mass, as in fuel-less, ammo-less, cargo-less). This would be the easiest and quickest solution to the problem, and the particulars can be left to the Commanders themselves regarding how far they want their max jump distance. And naturally, for the other players who aren't keen on this (given it could cause some frustrating jump issues if it was the default state), can leave the toggle switched off.
Another solution, though probably more labor intensive to implement, but would make for a huge improvement in gameplay, aswell as being my prefered solution,
would be thus:
build an algorithm which could be toggled in the galaxy map, where the plotting computer takes in to account the current fuel mass in order to plot the first jump, and then procedurally calculates subsequent jumps based on the proposed fuel usage of the previous jump to find the new maximum jump range. The algorithm must naturally assume that the ship will not be taking on any extra fuel mass, and so the commanders using it would have to be careful not to accidentally scoop some fuel until they are ready to recalculate their route.
An added benefit that this feature could have, would be a way to indicate to the commander how much fuel would be left at any given point on their plotted course. Perhaps while viewing their route, if a commander hovered over a system in their desired path, it could show what the fuel bar would look like upon reaching that point. Also, perhaps a warning could be displayed in the cockpit when the ship approaches a point(say 2 or 3 jumps before) where the equilibrium between fuel and mass is beginning to tip over from a high jump range to a jump range that is restricted by the amount of remaining fuel.
Anyway, these are just my thoughts, and i doubt this is the right place to put them, so its more than likely ill be pasting this elsewhere once my profile is approved. If you are still reading, thanks for doing so. See you on the frontier.
I'm an xbox one player and bigtime fan, I built this profile just to mention something that i think should be addressed. Ive seen a few other threads that have mentioned the following, and i wanted to add to that, but unfortunately it appears i have to verify my existence first. So basically the trouble im having is this:
I've outfitted my asp explorer for, you guessed it, exploring (crazy I know), and ive made it as light as possible so as to capitalize on jump range. After doing this, it occurred to me that i could fill up all my empty compartments with supplemental fuel tanks, should i need to bounce through some dead spot somewhere in the galaxy without refuelling. My thought process was, if i keep my fuel levels down to around half, I should be able to make use of a larger jump distance, until such a time as i need to refuel again. Once i had refuelled, i figured i would just replot the route so as to ensure i wouldnt have a jumo distance that exceeded my mass's max jump distance. Unfortunately, it appears that when plotting routes, the computer ONLY plots routes that can be managed with a maximum fuel load. It does not take into account the actual current nass of the ship, only the potential maximum mass.
SO. As a proposed solution, I thought I might suggest a toggle that allows you to set your own max jump range, which could theoretically span from a jump range of zero, all the way up to the potential maximum distance, given the minimum mass of the ship(ship's dry mass, as in fuel-less, ammo-less, cargo-less). This would be the easiest and quickest solution to the problem, and the particulars can be left to the Commanders themselves regarding how far they want their max jump distance. And naturally, for the other players who aren't keen on this (given it could cause some frustrating jump issues if it was the default state), can leave the toggle switched off.
Another solution, though probably more labor intensive to implement, but would make for a huge improvement in gameplay, aswell as being my prefered solution,
would be thus:
build an algorithm which could be toggled in the galaxy map, where the plotting computer takes in to account the current fuel mass in order to plot the first jump, and then procedurally calculates subsequent jumps based on the proposed fuel usage of the previous jump to find the new maximum jump range. The algorithm must naturally assume that the ship will not be taking on any extra fuel mass, and so the commanders using it would have to be careful not to accidentally scoop some fuel until they are ready to recalculate their route.
An added benefit that this feature could have, would be a way to indicate to the commander how much fuel would be left at any given point on their plotted course. Perhaps while viewing their route, if a commander hovered over a system in their desired path, it could show what the fuel bar would look like upon reaching that point. Also, perhaps a warning could be displayed in the cockpit when the ship approaches a point(say 2 or 3 jumps before) where the equilibrium between fuel and mass is beginning to tip over from a high jump range to a jump range that is restricted by the amount of remaining fuel.
Anyway, these are just my thoughts, and i doubt this is the right place to put them, so its more than likely ill be pasting this elsewhere once my profile is approved. If you are still reading, thanks for doing so. See you on the frontier.