Hyperspace Rework: Hyperspace Tunnel Navigation

Jumps are boring. Theyre loading screens.

Jump range should be extended, and fuel permjump reduced. Then, we select a destination using up to 80% of our fuel.

The zHyperspace tunnel begins, and we navigate through it. Time soent depends on course accuracy and optimal speed, as well as distance, so that skilled flying can shave some time per jump.

Finally, deceleration/loading begins.

Make Hyperspace interactive game play as opposed to a loading screen. We would still spend seconds per jump, so the galaxy remains large and distance matters. This just makes jumping something we do, instead of something we watch.
 
....

The are you smoking this time?

80% of our fuel!?!?!?

Yeah that. I'm not interested in spending time refueling after EVERY SINGLE JUMP when a single jump would drain me of enough fuel that I can't even make it to my next destination even if it was 5ly. So not worth shaving what? 5 seconds off my jump time?

That would make fuel scoops mandatory.

For gods sake that fuel also keeps my ship going in normal space and supercruise. One jump is not worth what is effectively the lifeblood of a ship.

The ONLY way I can see this working is for the Witchspace drives on the Megaships with point to point wormhole jumps. And even then they'd have to be allowed to cross hundreds to thousands of LY in a single warp. And the cost of that fuel would have to come down significantly to 30%. That would give you at least SOME breathing room in case you made a bad jump or had to use an emergency recall.

80% would just strand anything.
 
OP, this thread is simply an indication that you have been watching too much DS9. Leave The Sisko alone, and get back to E|D. We aren't flying through Worm Holes. We are launching, throwing, or catapaulting our selves to another source of mass. No one steers a boulder as it travels towards that castle wall.
 
I've made like 2500 jumps since October. I don't really feel like having to do stuff for each of those jumps. It would kill my interest in exploration.
 
Something like this could work. Would see that you could continue to jump as you do now in an autopilot of sorts (one jump at a time no changes), but if you have a route plotted there may be a window in the middle to continue on your journey rather than stopping. During this requires a small amount of player input to navigate the new tunnel, maybe even use extra fuel if your navigation is not smooth. You get a warning as you progress on your last scoopable star to give you live information if you need to pull out of hypercruise or risk another hop.

I would still likely just use one jump at a time a lot of the time especially if exploring, but if I was say wanting to do a quick trip to Maia, then I might be able to do that in one or two longer sequences with some interaction in the middle.
 
Something like this could work. Would see that you could continue to jump as you do now in an autopilot of sorts (one jump at a time no changes), but if you have a route plotted there may be a window in the middle to continue on your journey rather than stopping. During this requires a small amount of player input to navigate the new tunnel, maybe even use extra fuel if your navigation is not smooth. You get a warning as you progress on your last scoopable star to give you live information if you need to pull out of hypercruise or risk another hop.

I would still likely just use one jump at a time a lot of the time especially if exploring, but if I was say wanting to do a quick trip to Maia, then I might be able to do that in one or two longer sequences with some interaction in the middle.

Making a 'Interdiction-like' mini-game out of a +5 jump sequence is not the worst idea I've read on this forum. It doesn't break the we currently travel, and could make longer, destination focused trips more enjoyable. There has to be a cost of failure. Like, being forced to drop into regular space with the Emergency Drop costs applying. I could get behind something like that.
 
Making a 'Interdiction-like' mini-game out of a +5 jump sequence is not the worst idea I've read on this forum. It doesn't break the we currently travel, and could make longer, destination focused trips more enjoyable. There has to be a cost of failure. Like, being forced to drop into regular space with the Emergency Drop costs applying. I could get behind something like that.

+1

I agree to the addition of a mini game to decrease amounts of loading screens and make extended hyperspace jumps interesting and challenging. But with the caveat of only certain ships are capable of using special hyper drive modules. Like explorers, passenger ships and maybe the Anaconda.
 
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If I recall, there were some grander plans for hyper jumping that involved seeing the stars and galaxy move, but it was too resource hungry.

If you notice, during hyperspace most of your ship functions are unavailable, and you will sometimes see the whole screen stutter. The hyper space tunnel is actually a loading screen; I'm not sure that making it interactive would be feasible.
 
+1

I agree to the addition of a mini game to decrease amounts of loading screens and make extended hyperspace jumps interesting and challenging. But with the caveat of only certain ships are capable of using special hyper drive modules. Like explorers, passenger ships and maybe the Anaconda.

And, now you bummed me out totally. Why in these skies, would we want to confine something like that to a few ships? Some kind of bias towards those sniveling explorer types? Certainly real explorers stop places to scan and honk. I can't see this being an explorer thing, but rather a cross-the-bubble-in-a-hurry kind of thing.
 
Making a 'Interdiction-like' mini-game out of a +5 jump sequence is not the worst idea I've read on this forum. It doesn't break the we currently travel, and could make longer, destination focused trips more enjoyable. There has to be a cost of failure. Like, being forced to drop into regular space with the Emergency Drop costs applying. I could get behind something like that.

It could have a good risk vs reward mechanic to it.

Longer you are in a tunnel the more wear & tear on your ship, and risk with emergency drops if you fail the mini-game or take too much damage. Your success in the mini-game could also result in more or less fuel consumption (maybe not a huge amount just 10% or something) to make skill a larger factor. Risk of also staying in the tunnel too long would be a risk of running out of fuel. Neutron star routes or other boosts might also be higher difficulty/penalty, where you really need to keep on your toes to survive through it.

For the risks though, you have a chance to travel a bit quicker across multiple jumps & have more interaction/engagement while traveling.

I think that could be a good choice selection for players to decide if they take the risks or go the safe route.
 
To me, this would make the game more tedious. On long trips, where you're doing hundreds of jumps... the mini-game jump would start to feel like another grind to me. A grind on TOP of a grind. I also agree that you don't really "fly" a hyperspace tunnel.. as mentioned, you're moving at ungodly speeds.. essentially being fired at your destination like a bullet. And finally, since it really is a loading screen, I'm also skeptical of how interactive they could really make it.. not that I need or want them to.
 
To me, this would make the game more tedious. On long trips, where you're doing hundreds of jumps... the mini-game jump would start to feel like another grind to me. A grind on TOP of a grind. I also agree that you don't really "fly" a hyperspace tunnel.. as mentioned, you're moving at ungodly speeds.. essentially being fired at your destination like a bullet. And finally, since it really is a loading screen, I'm also skeptical of how interactive they could really make it.. not that I need or want them to.

It's obvious that it would have to be an option, not a requirement. It would be programmable from the Galaxy Map, along with the pathing the map does. Explorers would not want to have to travel a number of systems, just to reach the next one. It would be something an individual Commander could choose to do.

I don't expect this to get much attention, but it is a fun thought experiment.
 
It's obvious that it would have to be an option, not a requirement. It would be programmable from the Galaxy Map, along with the pathing the map does. Explorers would not want to have to travel a number of systems, just to reach the next one. It would be something an individual Commander could choose to do.

I don't expect this to get much attention, but it is a fun thought experiment.

I could see it being an option as beneficial, as it would allow more flexibility for different play styles and preference.
 
Re: Blackcompany

That would have been nice, if we could use more fuel with the jumps, and jumping longer, to get rid of that charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump, charge frame shift, align, count down, jump.
 
....

The are you smoking this time?

80% of our fuel!?!?!?

Yeah that. I'm not interested in spending time refueling after EVERY SINGLE JUMP when a single jump would drain me of enough fuel that I can't even make it to my next destination even if it was 5ly. So not worth shaving what? 5 seconds off my jump time?

That would make fuel scoops mandatory.

For gods sake that fuel also keeps my ship going in normal space and supercruise. One jump is not worth what is effectively the lifeblood of a ship.

The ONLY way I can see this working is for the Witchspace drives on the Megaships with point to point wormhole jumps. And even then they'd have to be allowed to cross hundreds to thousands of LY in a single warp. And the cost of that fuel would have to come down significantly to 30%. That would give you at least SOME breathing room in case you made a bad jump or had to use an emergency recall.

80% would just strand anything.

No, don't you see the advantage here? You could dump all your extra and main fuel tanks in favour of a single 4 ton fuel tank and save many tons of weight. After all if it only uses 80% of your fuel then it doesn't matter how big your fuel tank is, it's always going to get you there. As for stranding, that would never happen, because it only uses 80% of your fuel, NOT 80% of your full fuel tank, 80% of your fuel, you could fly forever on a 4 ton fuel tank with each jump only taking 80% of whats left. :D

You know somehow I don't think this was thought through very well!
 
Oh my, that really sucks, but you did get me laughing, really laughing, I’m sure there’s some good there but I’ve got limits to the hoops I’ll jump through...
Ha, Lordy...
 
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