TL; DR
topic not about jump range. Rather: What do you do at your destination if you had an 1,000 ly jump range?
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Longer version:
Lets’ think outside the box.
First:
The topic here is
More background:
I was looking for something with a bit of a change of pace and saw it on sale on Steam with nominally good reviews. Judging from the trailer and tutorial, I fully expected to be launched head first into X-wing Vs TIE fighter or Descent Freespace. So I was pleasantly surprised when I actually created my CMDR and saw there was more to it (although the lack of explanation was complete and utter bullocks, FD saved by Youtube tutorials, thank the fans. and having to d/l a separate launcher earned it negative points.)...
So I’m not surprised when people are disappointed by the same thing that I was pleasantly surprised about.
Now allegedly, FD had Jumpgates in Alpha, but kickstart backers wanted it removed because it cheapened the overall experience (including non combat parts). So glossing over Raxxla and assuming jumpgates are out…
Again, this seems to be predominately a combat preferred pilot issue: CQC is a balanced high intensity combat simulator… that FD created for people who though this was a combat-only simulator, like I had expected when I bought the game. CQC deathmatch is pretty quick at match making, but CTF is pretty slow, especially if you aren’t going in with a pre-assembled team. Clearly though CQC has negative connotations so lets not call it CQC. The solution is something different:
EDC (Elite: Dangerous Combat)
ECS (Epic Combat Simulator)
whatever...
(if there are non-combat pilots that feel their voices are not being heard, please interject how higher jump ranges would improve your experience.)
Some of the symptoms underlying the jump range issue
Some non-jump range solutions :
-From anywhere in the main game, go through Galnet menu to bring your ship into a locked PvP system (EDC/ECS):
-Place more numbers of simultaneous smaller CGs (mini-CGs, local-CGs) spread mostly evenly though out the systems.
-give players a home base (something with more concrete purpose than currently exist), minor faction lounge… I think this has been sort of discussed.. but I feel like it’s mostly issues related to minor mechanics tweaks and “labels”. FD gives players minor factions. Can players be invited into minor factions as a guild like function? With a small Module, Cargo Storage? At “home” minor faction station? Gives players more investment and motivation to defend systems. Make the BGS no longer BGS, get players skins in the game.
Just increasing the jump range 2%, 5%, 10%, 500% isn’t going to fix the underlying problem. Treat the problem, not the symptom.
Maybe these issue is inconsolable without jumprange tweaking. But I just want to see a little more about WHY other than "because loadscreens". What are the key underlying issues, can they be addressed without jump range, and if not, that’s ok (for the purposes of this thread anyway). But why?
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- This thread is NOT about jump ranges. Everyone talking about jump ranges go here: https://forums.frontier.co.uk/showthread.php?t=229095
- What is it that you NEED that increasing jump ranges will let you do? I.E. jump range is the symptom. You’re not going to do more jumps b/c you get longer jump ranges. What is it that you’re dying to do after you get to your destination?
topic not about jump range. Rather: What do you do at your destination if you had an 1,000 ly jump range?
-------------------------------------------------------------
Longer version:
Lets’ think outside the box.
First:
These are the premise of this thread. You can question the premise of this thread, but please do it here instead: https://forums.frontier.co.uk/showthread.php?t=229095To summarize the twenty dozen jump ranges threads:
-Combat preferred pilots feel combat ship have too low jump range
-Space truckers, space explorers, space everything else, sometimes space combat people believe FSD is a balancing tool.
The topic here is
- What is it you want to get out of longer jump ranges or what will you do more of after you get longer jumpranges.
- Is there an alternative solution, to get what you want, in a different way than to change the jump range balance in the game?
More background:
I was looking for something with a bit of a change of pace and saw it on sale on Steam with nominally good reviews. Judging from the trailer and tutorial, I fully expected to be launched head first into X-wing Vs TIE fighter or Descent Freespace. So I was pleasantly surprised when I actually created my CMDR and saw there was more to it (although the lack of explanation was complete and utter bullocks, FD saved by Youtube tutorials, thank the fans. and having to d/l a separate launcher earned it negative points.)...
So I’m not surprised when people are disappointed by the same thing that I was pleasantly surprised about.
Now allegedly, FD had Jumpgates in Alpha, but kickstart backers wanted it removed because it cheapened the overall experience (including non combat parts). So glossing over Raxxla and assuming jumpgates are out…
Again, this seems to be predominately a combat preferred pilot issue: CQC is a balanced high intensity combat simulator… that FD created for people who though this was a combat-only simulator, like I had expected when I bought the game. CQC deathmatch is pretty quick at match making, but CTF is pretty slow, especially if you aren’t going in with a pre-assembled team. Clearly though CQC has negative connotations so lets not call it CQC. The solution is something different:
EDC (Elite: Dangerous Combat)
ECS (Epic Combat Simulator)
whatever...
(if there are non-combat pilots that feel their voices are not being heard, please interject how higher jump ranges would improve your experience.)
Some of the symptoms underlying the jump range issue
- Takes long to meet up with friends
- Takes long to get to CGs
- Sick of looking at loading screen
Some non-jump range solutions :
-From anywhere in the main game, go through Galnet menu to bring your ship into a locked PvP system (EDC/ECS):
- Predator and Prey mode/Hunter mode. Teams switch transporting cargo or destroying transporters. Points are scored based on kills and cargo delivery.
- 16 v 16 massive space battle
- What if you could earn credits in the main game similar to a HazRes
-Place more numbers of simultaneous smaller CGs (mini-CGs, local-CGs) spread mostly evenly though out the systems.
-give players a home base (something with more concrete purpose than currently exist), minor faction lounge… I think this has been sort of discussed.. but I feel like it’s mostly issues related to minor mechanics tweaks and “labels”. FD gives players minor factions. Can players be invited into minor factions as a guild like function? With a small Module, Cargo Storage? At “home” minor faction station? Gives players more investment and motivation to defend systems. Make the BGS no longer BGS, get players skins in the game.
Just increasing the jump range 2%, 5%, 10%, 500% isn’t going to fix the underlying problem. Treat the problem, not the symptom.
Maybe these issue is inconsolable without jumprange tweaking. But I just want to see a little more about WHY other than "because loadscreens". What are the key underlying issues, can they be addressed without jump range, and if not, that’s ok (for the purposes of this thread anyway). But why?
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Some Community based Ideas from the thread:
Regions/Systems need more diversity and heterogeneity
-Everything looks the same/feels the same so players feel no reason that it should take time from point A to a far-away but identical system at point B
-Regions in space need their own uniqueness, culture, personality
-fixing major faction criminality
-no docking at hostile/wanted stations
-sliding scale cost/payout at controlling faction station based on reputation
-home station, where they gain bonuses when working for that station's faction and penalties when away (or i like to call them converse benefits: different benefits for being nomadic)
FDev supported PVP 'Home' system (Galnet advertised, CG series for PvP players. something in Archon Delanie system? Ice ring Nav?)
Ship Transport (to CZ/HazRes/Powerplay)
Amazon module delivery
Ship 'Ferry'/Carrier/Hypercarrier/mobile space station* on some sort of bus/train schedule
One way FSD accelerator/catapult*
Module Storage Locker
Crafting/Engineer
Announce some (non-emergency) CGs several days before they go live. (allows pilots to plan activity and travel to CGs before they start)
CQC needs to be more connected to the main game
-Join up through galnet menu. observer mode at space stations. gamble on matches? earn corporate sponsorships?
Semi-Auto Pilot (not scooping, not interdiction)
Allow tasks during jumps (galnet, gal map, stats, firegroups)
Preload during FSD charging.
Bring personal ships to CQC (or equivalent) 16 vs 16
-maybe insurance on destruction
-maybe small daily entrance fee
-maybe full voucher Cr
-maybe reduced voucher Cr from corporate sponsor/advertisers
Galnet menu accessible VR emulated System with HazRes, Res, Nav, HICZ, LICZ. Join your friends from anywhere for some pew-pew
more simultaneous local mini-CGs
Alternate FSD module for manually flying through witchspace (minigame) using nav beacon targeting to get a little further (but burn more fuel)
*Ship cargo may need to be empties before "locking in" your ship for "jumps" to maintain balance for rare trade/smuggling/powerplay
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