Idea for low dev cost improvement to the long haul travel experience

Hey everyone. I’m a casual player in elite who likes to do a variety of jobs and missions but enjoys (from an rp perspective mostly) transit and luxury passenger jobs especially. My issue though is with the process of traveling great distances in this game. Like it or not, the process of entering a system, waiting for FSD cool down, waiting for FSD charge and waiting for the same cut scene to play over and over again gets repetitive fairly quickly, even with a podcast or whatever, so here’s my idea for a low dev cost way to improve the system:

FSD hyper-charging. This is a separate feature from neutron star charging and would drastically increase the light year range of all FSDs. The trade off would be that the charging time of the FSD would increase significantly (based on the expected time a player would normally take to make the trip). For example, let's say a ship has a 20 LR jump range and the player wants to travel 100 LRs. Let’s say there are 5 systems perfectly spaced at 20 LRs apart, so the player would have to make 5 jumps. Assuming a 5 second cool down, 5 second charge, 5 second jump and 5 second travel cut scene, we have a 20 second time from entering a system to entering the next (the exact times could be measured more exactly). Since the player has to make 5 jumps let’s assume a 100 second travel time not accounting for fuel scooping.

Now in order for the same vessel to make the 100 LR jump in one go, he would have to fully hyper-charge his FSD which could take as long as 100 seconds (or maybe even 120 if we add 20% time for balance), but would allow him to make the trip in one jump.

What would the purpose of this option be? In my opinion it would be far more enjoyable to get to cruise around the system in the ship you spent so much time creating rather than having to sit through the same cut scene repeatedly, while still making close to optimal time to your destination. A player could do some more in-depth scanning while waiting and there is the potential for new super cruise content in the future. I am not suggesting that the hyper-FSD's range be infinite, but a large step up in range over the normal jump distance.

Some drawback ideas I had for this system could be:
  • Once the FSD is hyper-charged, the player would HAVE to engage in the next new seconds or the FSD would do damage to itself and other systems.
  • If a player hyper-charges a damaged FSD, he could possibly end up in a random system within the hyper-charged range (maybe totally in the wrong direction).
  • Once the drive is nearing hyper-charge, it could emit a far stronger wake than normal super cruise, alerting others to its presence.
  • If a player is interdicted with a high overcharge there could be a damaging energy blast that affects the player and any too close.
  • Neutron stars could allow for an even larger jump if the player manages to stay in the field for the full extended time without emergency dropping out of super cruise (and if this happens with a nearly fully hyper-charged FSD there could be strong negative effects).
If players didn’t want to utilize this feature, a setting on the map could allow for optimal FSD mapping that would path a route that uses the FSD’s normal range and thus normal charge up time.

Just a shower thought I had. Let me know what you guys think or if there’s some glaring issue I’m missing as a casual player. I just think it would make long haul trucking more enjoyable.
 
Hey everyone. I’m a casual player in elite who likes to do a variety of jobs and missions but enjoys (from an rp perspective mostly) transit and luxury passenger jobs especially. My issue though is with the process of traveling great distances in this game. Like it or not, the process of entering a system, waiting for FSD cool down, waiting for FSD charge and waiting for the same cut scene to play over and over again gets repetitive fairly quickly, even with a podcast or whatever, so here’s my idea for a low dev cost way to improve the system:

FSD hyper-charging. This is a separate feature from neutron star charging and would drastically increase the light year range of all FSDs. The trade off would be that the charging time of the FSD would increase significantly (based on the expected time a player would normally take to make the trip). For example, let's say a ship has a 20 LR jump range and the player wants to travel 100 LRs. Let’s say there are 5 systems perfectly spaced at 20 LRs apart, so the player would have to make 5 jumps. Assuming a 5 second cool down, 5 second charge, 5 second jump and 5 second travel cut scene, we have a 20 second time from entering a system to entering the next (the exact times could be measured more exactly). Since the player has to make 5 jumps let’s assume a 100 second travel time not accounting for fuel scooping.
Typically the timings in game are approximately 1 minute from clicking the jump button in one system to coming out of jump at the next, time in that system varies depending on how much fuel scooping/scanning you do and where the next jump marker is cooldown is rarely relevant as the next marker is usually behind the star. The range of the jump is irrelevant to those times.
Now in order for the same vessel to make the 100 LR jump in one go, he would have to fully hyper-charge his FSD which could take as long as 100 seconds (or maybe even 120 if we add 20% time for balance), but would allow him to make the trip in one jump.
I suspect very few players are only managing 20Ly jumps.

What would the purpose of this option be? In my opinion it would be far more enjoyable to get to cruise around the system in the ship you spent so much time creating rather than having to sit through the same cut scene repeatedly, while still making close to optimal time to your destination. A player could do some more in-depth scanning while waiting and there is the potential for new super cruise content in the future. I am not suggesting that the hyper-FSD's range be infinite, but a large step up in range over the normal jump distance.
One thing about hanging around in cruise in a system is it increases the opportunities to be attacked.

Some drawback ideas I had for this system could be:
  • Once the FSD is hyper-charged, the player would HAVE to engage in the next new seconds or the FSD would do damage to itself and other systems.
  • If a player hyper-charges a damaged FSD, he could possibly end up in a random system within the hyper-charged range (maybe totally in the wrong direction).
  • Once the drive is nearing hyper-charge, it could emit a far stronger wake than normal super cruise, alerting others to its presence.
  • If a player is interdicted with a high overcharge there could be a damaging energy blast that affects the player and any too close.
  • Neutron stars could allow for an even larger jump if the player manages to stay in the field for the full extended time without emergency dropping out of super cruise (and if this happens with a nearly fully hyper-charged FSD there could be strong negative effects).
If players didn’t want to utilize this feature, a setting on the map could allow for optimal FSD mapping that would path a route that uses the FSD’s normal range and thus normal charge up time.

Just a shower thought I had. Let me know what you guys think or if there’s some glaring issue I’m missing as a casual player. I just think it would make long haul trucking more enjoyable.
How to increase jump range ingame currently ignoring neutron stars and white dwarf stars
  1. Synthesise Jumponium
  2. Engineer the FSD fully
  3. Fit a pre engineered SCO drive
  4. Fit a Guardian FSD booster
  5. Combine the above
I am not sure we need yet another.
 
I am not sure we need yet another.
We have thousands of ly of very well mapped area between the extents of human interaction and a galaxy where the vast majority has never been visited. All the things you added together barely get you moving at all and that's with a heavily optimised ship that's basically useless for most activities.

We really could use a decent method for faster long range travel it doesn't have to be instant and while Colonia could remain somewhat isolated from the bubble. Shaving half the time off the trip would still leave it a long way away. Is the time wasted mindlessly spooling the FSD actually valuable gameplay? Not for me.

Though 100ly for a fully optimised ship is good I'd actually rather see the bottom end of the FSD range raised at this point. It'd be Amazing the end the Era of stripped down jump shuttles and start having haulers and combat ships that can move 50-75ly while the dedicated explorer builds still have a big range advantage over them. You can jump them on a carrier but that's also a good point for why narrowing the gap wouldn't break the game.
 
We have thousands of ly of very well mapped area between the extents of human interaction and a galaxy where the vast majority has never been visited. All the things you added together barely get you moving at all and that's with a heavily optimised ship that's basically useless for most activities.

We really could use a decent method for faster long range travel it doesn't have to be instant and while Colonia could remain somewhat isolated from the bubble. Shaving half the time off the trip would still leave it a long way away. Is the time wasted mindlessly spooling the FSD actually valuable gameplay? Not for me.

Though 100ly for a fully optimised ship is good I'd actually rather see the bottom end of the FSD range raised at this point. It'd be Amazing the end the Era of stripped down jump shuttles and start having haulers and combat ships that can move 50-75ly while the dedicated explorer builds still have a big range advantage over them. You can jump them on a carrier but that's also a good point for why narrowing the gap wouldn't break the game.
To my mind carriers are a good argument for ships not getting yet another system to boost jump range.

The idea of boosting the bottom end is intriguing though.
 
We have thousands of ly of very well mapped area between the extents of human interaction and a galaxy where the vast majority has never been visited. All the things you added together barely get you moving at all and that's with a heavily optimised ship that's basically useless for most activities.
Ship jump range doesn't make any difference to the number of star systems being mapped by cmdrs in deep space. It just speeds up the process of getting somewhere, assuming they aren't using a fleet carrier.

Once in deep space a cmdr can map the same amount of systems per hour with a 50Ly jump or a 100Ly jump.

Additionally, fleet carriers exist for the 500Ly jumps that can get an explorer's entire fleet far into deep space. From there a cmdr can use whatever 30Ly ship they want for whatever activities they focus on. Exobiology, mining, visiting remote guardian sites, etc. Super long jump range ships have become a very narrow purpose.


In my opinion it would be far more enjoyable to get to cruise around the system in the ship you spent so much time creating
Get a fleet carrier. Park the carrier wherever you want, then explore the neighborhood with whatever ship you like.
 
I don't think your idea is bad, at least it doesn't sound ridiculous, and could be risky and dangerous on the fuel management side. (y) I think aRJay has a valid point as well. I don't synthesize the juice for the moose or fuel for the mule often, but ya it works! lol a 70ly mandalay can get some serious legs up to 140ly's.

Oh and some other decent opinions got posted while I got pulled away from typing this.
 
Last edited:
Ship jump range doesn't make any difference to the number of star systems being mapped by cmdrs in deep space. It just speeds up the process of getting somewhere, assuming they aren't using a fleet carrier.
it does as it lets you get where you're going quicker bypassing the thousands of ly of well mapped stuff and reduces the barrier to people actually going out because they know they can actually return for events.
Accessibility has a direct effect. I've known many people to delay or cancel trips because travel is too slow and stuff was expected to happen. I'd rather that barrier was reduced. There's more than enough systems to visit anywhere that forcing everyone to slowly get those places has a negative effect as far as I'm concerned.
 
Back
Top Bottom