Improve FSD Efficiency of all Ships

The Problem

Traveling long distances in any combat ship can be frustrating to the point of stopping me actually bothering sometimes. Combat ships have short jump ranges and small fuel tanks, covering 170LY because there might be someone to fight then finding out you can't see them (not there or the instancing gods say no) then having to go somewhere else can mean all the game-play I have in an evening is jumping and scooping.

Solutions

I see a lot of people asking to buff jump ranges but I don't think that is the best solution. What is more important is how far you jump before you need to scoop. I don't care about making several jumps as long as I don't have to scoop every time.

Larger tanks, or maybe better if the ships used less fuel to make each jump, would alleviate quite a lot of the issues.

Surely there is someone in the galaxy working on improving fuel economy of FSD drives! Think of the environmental benefits.

I already re-fit to do long distances, putting all fuel tanks in my ships then swapping back at my destination, but replacing all my internals on my ship a few times a night ends up being almost everything I do.

Thank you.
 
So much this.
It is the reason why my FDL stays docked except for HAZ Res duty and why a 500 Million corvette suffers the same fate. They are just not fun for someone who only has 2 hours to play and needs to jump 100-200 LY in one night.
 
There is a fine line between realism and tedium. I do think some of the jump ranges are less realistic and more tedious, FDL for example. With the best will in the world it just takes too much time. Not everyone has 2 hours spare to go meet up with a friend.

To be honest a lot of ship stats to me feel too arbitrary and with very little logic to them. Why is a multi-purpose ship, a jack of all trades but master of none, actually a master of combat, trade and exploration? It makes no sense.
 
Last edited:
I suspect you'll find all sort of things like this in the future with the 'loot and crafting' update. Given that we know we will be able to mod our ships weapons and modules using the recently announced Engineers.
 
I suspect you'll find all sort of things like this in the future with the 'loot and crafting' update. Given that we know we will be able to mod our ships weapons and modules using the recently announced Engineers.

I am really, really, really hoping that the update does alleviate a lot of the issues. I'd like to think that FD made a conscious decision to not change some of these things because of upcoming changes. Only time will tell I suppose. Going off past experiences with updates it may fix some things at least :)
 
Last edited:
So much this.
They are just not fun for someone who only has 2 hours to play and needs to jump 100-200 LY in one night.

Yes, this is the point. It is about getting the balance right so it is more difficult to travel in combat ships but it still can be done.

For me Powerplay has made the usable area of the galaxy much larger, our "enemies" are in their powers systems and we are all quite a long way from each other.

All the powers have grown much larger than was initially intended due to the change in the overheads calculation and I think the jump range, the total distance you can jump with one tank, of the ships should be upgraded as well.
 
Back
Top Bottom