Blackcompany
Banned
Another poster came up with this idea. I merely wanted to expand - and expound - upon it briefly.
Imagine Anomalies as road hazards that crop up during Supercruise. Like hazards, manual navigation is required to avoid these Anomalies.
Unlike hazards, Anomalies present opportunity for reward as well as some risk. Consider:
- Solar Flares: riding Flares through Supercruise increases acceleration and provides constant hydrogen fuel in small sips, at the cost of higher constant heat and some heat spikes which may require offsetting or departing the Flare path.
-Comet: stay in the wake to have the icy tale obscure you from scans and interdictions but beware small rocks and some usually minor hull damage.
-Slingshot: Flings you out at great speed across a system, but beware. Slowing down will take a while and turning at high speed can crash you out of Cruise, damage your hull or fsd or even fling you on another course entirely. Best for long, straight shots.
-Disruptor cloud: wreaks havoc on nav systems. May cause crash stops, trigger a misjump or even short out a system temporarily. No benefit here. Avoid at all costs.
-Solar pocket: small hydrogen pocket. Small sips of fuel as you pass through. That's all. No risk.
-Solar Storm: harvest and store excess energy from these strange storms to increase fsd cool down and shield regen for a while. May cause minor hull or module damage, but nothing major.
-Wormholes: Where do they lead? What affect might they have on my ship when I enter or leave their space? What strange data or objects might I encounter inside?
-Derelict: sometimes, ships die at ftl speeds and nothing slows them down. Running into one is...bad. Really, instant death bad. BUT, interdicting them will drag them into normal space. Free loot!
Just some ideas for Supercruise encounters to spice up travel and make stick time more engaging. Thoughts?
Imagine Anomalies as road hazards that crop up during Supercruise. Like hazards, manual navigation is required to avoid these Anomalies.
Unlike hazards, Anomalies present opportunity for reward as well as some risk. Consider:
- Solar Flares: riding Flares through Supercruise increases acceleration and provides constant hydrogen fuel in small sips, at the cost of higher constant heat and some heat spikes which may require offsetting or departing the Flare path.
-Comet: stay in the wake to have the icy tale obscure you from scans and interdictions but beware small rocks and some usually minor hull damage.
-Slingshot: Flings you out at great speed across a system, but beware. Slowing down will take a while and turning at high speed can crash you out of Cruise, damage your hull or fsd or even fling you on another course entirely. Best for long, straight shots.
-Disruptor cloud: wreaks havoc on nav systems. May cause crash stops, trigger a misjump or even short out a system temporarily. No benefit here. Avoid at all costs.
-Solar pocket: small hydrogen pocket. Small sips of fuel as you pass through. That's all. No risk.
-Solar Storm: harvest and store excess energy from these strange storms to increase fsd cool down and shield regen for a while. May cause minor hull or module damage, but nothing major.
-Wormholes: Where do they lead? What affect might they have on my ship when I enter or leave their space? What strange data or objects might I encounter inside?
-Derelict: sometimes, ships die at ftl speeds and nothing slows them down. Running into one is...bad. Really, instant death bad. BUT, interdicting them will drag them into normal space. Free loot!
Just some ideas for Supercruise encounters to spice up travel and make stick time more engaging. Thoughts?