Hopeless attempt for a new module, mini-FSD

Straight forward. An optional module that let's you jump a small distance in normal space and SC. After each jump the normal FSD cooldown kicks in (which means you can't use any FSD for a short time). Is affected by masslock (treated as a low wake) and so doesn't work when i nasteorid fields, on planet surfaces and when large ships with a high MLF masslock you.
Starts at class 6 and maxes out at class 8. Maximum distance is dependent on module seize, class and ship mass but not ship FSD value.

In SC this could be used to travel some light seconds faster in a straight line. In normal space this can be used to follow up some faster ships that outrun you or to escape quickly from a swarm of sidewinders.

Just another idea that most likely will never get even considered. But here is another archiveable thread for this forum :)
 
I'm against jumping in normal space and very pro jumping in SC. It's kinda weird that travelling up to 80+ LY takes seconds, but those 200kLs will take half an hour.

I do have supercruise assistance and use it but effectively it means I need to stop playing the game for an hour while the game plays itself. Not an ideal solution.
 
Wouldn't this totally negate the advantage that havi g a fast ship gives you?

Not really, even in a fast ship, you can't always reach targets in crowded scenarious in time. For example in CZs when yo ureally want that kill count on the Anaconda and the NPCs still shoot it but you are 11km away, you won't arrive in time. With that device you could counteract this.
 
Starts at class 6 and maxes out at class 8

That means all the smalls and some mediums will be left in the dust, including FDL, Mamba and FAS. And Phantom, Cursader, Chieftain and Dropship will lose their only size 6 slot if they go for this fast travel module.
Can't say that i dislike it, but can't say that i like it either. Mostly because i can't pinpoint the very need for this.
Yes, it would had helped my Cutter in the last Alliance CG where the station was 162000ls from drop point.
And i can also see a Corvette catching up with a Mamba, but that's all and it's not really needed. It actually feels kinda wrong.
 
That means all the smalls and some mediums will be left in the dust, including FDL, Mamba and FAS. And Phantom, Cursader, Chieftain and Dropship will lose their only size 6 slot if they go for this fast travel module.
Can't say that i dislike it, but can't say that i like it either. Mostly because i can't pinpoint the very need for this.
Yes, it would had helped my Cutter in the last Alliance CG where the station was 162000ls from drop point.
And i can also see a Corvette catching up with a Mamba, but that's all and it's not really needed. It actually feels kinda wrong.
Well reasoned assessment!
 
That means all the smalls and some mediums will be left in the dust, including FDL, Mamba and FAS. And Phantom, Cursader, Chieftain and Dropship will lose their only size 6 slot if they go for this fast travel module.
Can't say that i dislike it, but can't say that i like it either. Mostly because i can't pinpoint the very need for this.
Yes, it would had helped my Cutter in the last Alliance CG where the station was 162000ls from drop point.
And i can also see a Corvette catching up with a Mamba, but that's all and it's not really needed. It actually feels kinda wrong.

Railguns cap out at C2, most weapons are not available for a C4 slot. HRps, SRPs, MRPs all cap out at C5. A module that starts at C6 would help the situation a lot.
 
A better idea would be a drug which alters the CMDRs perception of time. When being used in a supercruise instance where there are no other CMDRs, everything gets sped up 2x-4x. There could be different "Chronoflux" drug cocktails with different speeds.

As soon as another CMDR enters the instance, however, the effect is immediately canceled. Other events, like NPC interdictions, would also drop you back to normal time.
 
If you jumped within a system as a part of supercruise, yea that could be useful. Pirates would love it too as they could outjump people who don't use them or don't use them as well.

If you make speed directly proportional to the jump distance it may help balance it.

Wouldn't this be the equivilant of adding another type of jump method to the ship? Are there any theoretical/sci fi jump drives that would fit between or bridge SC and Hyperjumps?
 
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