It would be neat if the route plotter was more interactive. The idea would be to do something similar to what 3.3 did to mining to the route plotter.
1) Tuning average jump range without having to carry empty cargo racks.
Currently, the options we have are max economy and max fuel burn. Being able to find a good balance between the two extremes would be nice.
2) Direction Vector/Range/ Allowed Variance mode option in addition to existing methods
Having these three user tunable variables as an option could make route plotting a more interactive skill based activity.
The user feed back could be various metrics like the ratio of (number of actual jumps ) divided by (total range / jump range) as an efficiency metric.
The variables defining something like a cone or cylinder etc within which to look for possible routes. This gives the user knobs/dials to turn and a metric 'score' to maximize.
3) Plotting routes through waypoints.
If a player has been to a region were the traditional plotter does not work well, but the player has left bookmarks at critical systems along the route they should be able to plot the whole route in one go by specifying the end destination, and a list of waypoints in the order they are to be transversed.
The current plotter often fails when it should not, or gives non-optimal routes. This is especially an issue in lower range ships, and in regions near permit systems/regions. This addition would help to minimize this issue.
Currently, this can be done manually, but it would be nice to have a better way of doing it.
4) Feed back on why and potentially where a route is failing.
Often a route only fails at one impossible jump that could be bridged using FSD synthesis like jumponium. Without feed back we just have to keep trying things to try to find some route that the current plotter accepts. This route is often much longer and out of the way than what would be achievable with more feedback.
5) Having a short range (100 - 1000 Ly) brute force plotter.
Having an plotter more like the older method that was more robust, but usable for short ranges would be something nice to help work through trouble regions were the existing plotter has issues. This could also be tweaked via config file to increase the bounds on systems that could handle the compute/ram requirements of longer range brute force route finding.
1) Tuning average jump range without having to carry empty cargo racks.
Currently, the options we have are max economy and max fuel burn. Being able to find a good balance between the two extremes would be nice.
2) Direction Vector/Range/ Allowed Variance mode option in addition to existing methods
Having these three user tunable variables as an option could make route plotting a more interactive skill based activity.
The user feed back could be various metrics like the ratio of (number of actual jumps ) divided by (total range / jump range) as an efficiency metric.
The variables defining something like a cone or cylinder etc within which to look for possible routes. This gives the user knobs/dials to turn and a metric 'score' to maximize.
3) Plotting routes through waypoints.
If a player has been to a region were the traditional plotter does not work well, but the player has left bookmarks at critical systems along the route they should be able to plot the whole route in one go by specifying the end destination, and a list of waypoints in the order they are to be transversed.
The current plotter often fails when it should not, or gives non-optimal routes. This is especially an issue in lower range ships, and in regions near permit systems/regions. This addition would help to minimize this issue.
Currently, this can be done manually, but it would be nice to have a better way of doing it.
4) Feed back on why and potentially where a route is failing.
Often a route only fails at one impossible jump that could be bridged using FSD synthesis like jumponium. Without feed back we just have to keep trying things to try to find some route that the current plotter accepts. This route is often much longer and out of the way than what would be achievable with more feedback.
5) Having a short range (100 - 1000 Ly) brute force plotter.
Having an plotter more like the older method that was more robust, but usable for short ranges would be something nice to help work through trouble regions were the existing plotter has issues. This could also be tweaked via config file to increase the bounds on systems that could handle the compute/ram requirements of longer range brute force route finding.