Help me understand what is it you get to do after getting longer jump ranges.

TL; DR

  1. This thread is NOT about jump ranges. Everyone talking about jump ranges go here: https://forums.frontier.co.uk/showthread.php?t=229095

  1. 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?
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Longer version:
Lets’ think outside the box.
First:
To 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.
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=229095

The topic here is

  1. What is it you want to get out of longer jump ranges or what will you do more of after you get longer jumpranges.
  2. 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

  1. Takes long to meet up with friends
  2. Takes long to get to CGs
  3. 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):

  1. Predator and Prey mode/Hunter mode. Teams switch transporting cargo or destroying transporters. Points are scored based on kills and cargo delivery.
  2. 16 v 16 massive space battle
    1. What if you could earn credits in the main game similar to a HazRes
This lets you meet up with friends from anywhere, take in preferred loadouts, 1-load screen, avoid insurance, and AVOID COMBAT LOGGERS

-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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There are a few nebulae I can't reach in my combat capable exploration Vulture, the Ronin. Can't bring myself to give up those military bulkheads though. ;)

This isn't one of them...

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...nor this one...

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...this one...

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...this one...

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...this one...

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...this one...

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...and this one.

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To be continued... :p
 
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When you pvp you end up making multiple 100-300 ly journeys in ships with 12 ly jump range.

basically the beginning and end of pvp is you making 15 jumps to travel ~100ly

add in the persistent instancing issues and it's easy to see why pvpers are always complaining.
 
It's just about a comfort of traveling around.
The average gap between the systems on a straight line is 12-16 LY, which can be a problem, because with 11LY ship (FdL, for example) when traveling 100LY, in stead of 10 jumps you have to make 20-30 as the route leads you astray through the denser regions.

We don't want to "do something" with longer jump range. We just want to not spend 20 minutes traveling 50LY.
 
I like what you're saying, and would solve my issues with the travel time.



That' said, the friend I had been playing with doesn't play anymore, so. Eh.
 
More jump ranges would make it a lot easier to traverse sparse areas and get to lonely stars.

Therefore, it takes away the challenge of route plotting and diminishes the achievement of people who travelled far under the current system.
 
It's just about a comfort of traveling around.
The average gap between the systems on a straight line is 12-16 LY, which can be a problem, because with 11LY ship (FdL, for example) when traveling 100LY, in stead of 10 jumps you have to make 20-30 as the route leads you astray through the denser regions.

This^^^

And it's not just about the FDL.
When you are flying any fully laden ship that gets close to that 12ly range, the minimum distance between stars becomes an obstacle.
 
There are a few nebulae I can't reach in my combat capable exploration Vulture, the Ronin. Can't bring myself to give up those military bulkheads though. ;)

This isn't one of them...


...nor this one...


...this one...


...this one...


...this one...


...this one...


...and this one.


To be continued... :p

Maybe you're not supposed to get there yet?
Or you have the wrong ship for the job?
 
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right, so jump range discussion in the other thread.

Here were some other suggestions from the other thread more applicable here:
1) 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

2) Ship Transport (to CZ/HazRes/Powerplay)
3) Amazon module delivery
4) Ship 'Ferry'/Carrier/Hypercarrier/mobile space station* on some sort of bus/train schedule
5) One way FSD accelerator/catapult*
6) Module Storage Locker
7) Crafting/Engineer
8) 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?
9) Semi-Auto Pilot (not scooping, not interdiction)
10) Allow tasks during jumps (galnet, gal map, stats, firegroups)
11) Preload during FSD charging.
12) 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
13) Galnet menu accessible VR emulated System with HazRes, Res, Nav, HICZ, LICZ. Join your friends from anywhere for some pew-pew
14) more simultaneous local mini-CGs
15) 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

When you pvp you end up making multiple 100-300 ly journeys in ships with 12 ly jump range.

basically the beginning and end of pvp is you making 15 jumps to travel ~100ly

add in the persistent instancing issues and it's easy to see why pvpers are always complaining.
So would it help if you could "jump" straight to a dedicated PvP system from the Galnet Menu?
1 virtual system for PvPers, by PvPers, to PvP with all your favorite PvP buddies and PvP nemesiseses?

Edit: Seriously, read the rest of the thread before replying with quote to this one post
 
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Maybe you're not supposed to get there yet?
Or you have the wrong ship for the job?

Wrong ship?! :eek:

Nah, I enjoy the slight bit of challenge navigating and exploring in the Ronin provides while still being capable enough at it, and decent enough in combat to help secure cartographic data and do some related missions.

I don't mind the lack of jump range so much and accept somewhat reluctantly that there are just some places I can't reach using this build. Reaching further out nebulae is something I would be able to do with longer jump ranges though.
 
The actual problem is that the bubble is homogenous: there is no difference if I'm sitting in a high-security Empire system as a King that is allied to the local faction or a zero-security Federation system as a nobody that is hostile to the local faction.

It's because of this that people want to be able to go from anywhere to anywhere: they don't see any difference between systems.

FD need to make your interactions with the systems matter. That will cause people to view different parts of the bubble differently and stop thinking about them as just "somewhere with a CG" or "somewhere with a good trading route".
 
The actual problem is that the bubble is homogenous: there is no difference if I'm sitting in a high-security Empire system as a King that is allied to the local faction or a zero-security Federation system as a nobody that is hostile to the local faction.

It's because of this that people want to be able to go from anywhere to anywhere: they don't see any difference between systems.

FD need to make your interactions with the systems matter. That will cause people to view different parts of the bubble differently and stop thinking about them as just "somewhere with a CG" or "somewhere with a good trading route".
Not what I was expecting. but this is good stuff. now we're talking

- - - - - Additional Content Posted / Auto Merge - - - - -

Yea. Still don't understand the question.
Combat preferred pilots want a massive jump range increase. Most of the population base has clearly stated they don't want that.

So what other ways to solve the problem. Why do you want a larger jump range?
do you want a massive jump range to PvP?
meet up with friends?
gank newbs?
join CGs?
Epic Star Battles?

Can FD create a game mode where you can get what you want without messing with jump range?
 
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It's been mentioned before elsewhere too, but is still a good point, that space should be a compelling and immersive place, not just something to be skipped over and ignored while on your way somewhere else. I can see how doing this might be difficult to implement and might even make some players more frustrated with things than they are now, but overall I think it would improve the game, giving people more interesting things to do without having to travel as far to find them.
 
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I don't want a buff across the board or anything like that. I would like a buff to the bottom end of the spectrum purely for Quality of Life reasons.

The other day I went to outfit my Corvette again for Conflict Zones and I ran into the issue where my usual outfitting station changed stock and no longer carried the 6A Frameshift Drive I needed. The nearest place to get one was 43Ly away, so I settled on the 6B and stripped off all of my HRPs just to make a meager 10Ly jump range. That 43Ly trip took ten jumps because at 10Ly you aren't jumping in a straight line; You're taking the long way around. When I arrived to buy my 6A FSD, that station didn't have the 5D Hull Reinforcement Packages, so back I went, this time with a 12Ly jump range and still had to do 8 jumps.

Sob story aside, why does it matter how many jumps I have to do? Just put on a scoop and some extra tanks, right?
That would be true if jumping didn't force you to do nothing, but require you to be present. There's no way to auto-travel, but you physically cannot do anything while traveling because your HUD is largely disabled right from the moment you start charging your FSD. At least let me use that time to go get a drink, you know?

So again


  • I am not asking for a "teleport anywhere" button
  • I am not asking for jump range increases for all ships
  • I am not asking to make exploration easier
  • I am not asking to make space feel smaller
  • I am not asking for combat ships to have the same jump range as exploration ships
  • I am not asking for combat ships to have the longest jump ranges in the game
  • I am not asking for combat ships to be the most desired ships in the game

I am asking for the Federal Corvette, Fer De Lance, the Type-9 Heavy, and any other ships with abysmal laden jump ranges to get a small quality-of-life improvement so they don't have to stare at 10 loading screens to travel 43Ly while any reasonable ship in the game does no more than 4 to cover that distance.

Remember: Jump range is not a good primary balancing lever. It only serves to drive people away from ships they would otherwise love to fly, because it's too tedious just to simply get around.
 
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