In system jump QOL solution?

Yep, im there too...
The NMS cartoony worlds/characters are simply a no-go for me (and i'm the type that enjoys cartoons/anime)
I'm fine with cartoony and play it day-two per year, when I want to build something ... but not moving planets is a reason to stop till next year :D
 
I was about to mock this idea, then I realised some kind of personal Nav buoy isn't a terrible idea. If only you can use them, you'd be the one setting them up, so it wouldn't take away gameplay, since to get the benefit, you'd need to do the work.
basically he's proposing what amounts to a 'Cynosural Field Generator.' Now that would make for some interesting PvP. "Hot-drop o' Clock anyone?"
 
Except there are literally lore reasons that explain exactly why they can do that.

There are multiple types of FSD engines for jumping between systems. the version that are in capital ships are able to make precise and extremely long jumps. But the cost of this, is extreme size and fuel in order to make that jump.

The version of the FSD that is in the pilotable ships are a newer version of FSD that while smaller, retain a sizable jump range, at the cost of jump accuracy, while also allowing for hydrogen to be used as a fuel source rather then other materials.

Thats and established lore thing.
Source: https://www.youtube.com/watch?v=JyKdBTi7B1U

a video by one of the guys that writes for the universe.
Except that since the FSD is based on Thargoid drives, and Thargoid drives have the ability to pin point accurately drop out of witch-space where ever they want (to the point where Thargoids don't use or seem to need, super cruise drives.) AND navigate freely in witch-space. The video seems to contradict you're own claim that FSDs can't be tuned this way. That seems more a failure of the human made navigation systems rather than the drive's physical limitations.

Now from a game play reason, I don't think players should ever be able to get that fine control like that, it would make the game's idea of flying through space just ridiculous.

However, I do think that we should be able to override which star we can arrive at, provided a few conditions. Mainly, that the player either has been there before and thus has mapped it OR has purchased said map from UC to be able to provide the computer with the coordinates of the star they want to override to. As well as drastically reducing the jump range when the override is in use, say maybe 50%-75% of normal jump range. Which would require that you get close to the system first before engaging the override. Kind of like "reverse supercharging" you're trading distance for accuracy to nail the next massive target in the system. And obviously this would only really benefit systems that have multiple celestial class objects in it, like stars, blackholes, white dwarfs, etc. So if you're in a single star system that's just big, well you're out of luck.
 
Ok so i had this idea,

People have been asking for in system jumps for ages and i understand why this is not desireable as game play goes.. BUT..

What if ypu could have a module in your ship that could carry a personal nav beacon you could mabe carry one or two depending on module size. You go some where and drop the beacon and it would be hyperjump-able to. So you have to have gone there in the first place and you have to sacrifice a module slot amd you have a limmited amout. But it would perhaps make trade and mining runs, even haz res runs a bit less punishing in systems where there is a lot of distance to cover.

Only you can target the beacon and they dissapear after death or if you remove the module or deploy more than your alowed.

What do people think? What kind of problems could arise in terms of abuse and exploit.

EDDIT: i meant that you can hyperspace jump to them once you are in the system. Not from other systems. And yor arival is much like a star arival. You cant apear in an instance, such as an asteroid field, you apear ''in orbit'' near the beacons location much like if you die in an srv.
No, just no...
 
There are crazy people who do "mining maps" out of screenshots to do 500mil/hr. If you add such a beacons they will pass 2 bils/hr I guess :D So nope. Such a thing will dis balance on ALL money making methods.
This is false logic. It's not problem of people making their business more successful and streamlined. It's problem of price management and market. Balance this by increasing/decreasing prices according on material inflow. etc.

A bit offtopic: To incentivise exploration and mapping, give the person who is first to map the planetary ring with lucrative hotspot a royality right - every sell operation with materials from that spot gives the explorer 2% from profit.
 
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Care to explain why? Or just triggered by the idea like every one else?

unrestricted and easy in-system jumps means that all the multi-star big systems will be reduced to single star systems.
it will remove the dimension aspect of every multi-star system.

at least carriers - the only asset that can provide micro jumps have certain drawbacks (they cost money, they have upkeep, their jumps are on a timer, each jump costs fuel which is rather expensive or requires mining and not at last, they cannot jump absolutely everywhere)
 
unrestricted and easy in-system jumps means that all the multi-star big systems will be reduced to single star systems.
it will remove the dimension aspect of every multi-star system.

at least carriers - the only asset that can provide micro jumps have certain drawbacks (they cost money, they have upkeep, their jumps are on a timer, each jump costs fuel which is rather expensive or requires mining and not at last, they cannot jump absolutely everywhere)
Did you properly read the OP? There are restrictions.. my spelling and grammer isnt the best so i get it might be a hard read, but you would have to go there, and place the beacon, and only you can use it. And you only get to place one so you could not jump to a B star straight away, you would have to travel there and place it. Then you can only jump to that beacon in that system once you arrive, and placing the beacon some where else removes the first beacon. I feel it realy is very limited in its scope.

Its realy just for short cutting one long journey you may use frequently or particularly disslike having to do often.
 
Did you properly read the OP? There are restrictions.. my spelling and grammer isnt the best so i get it might be a hard read, but you would have to go there, and place the beacon, and only you can use it. And you only get to place one so you could not jump to a B star straight away, you would have to travel there and place it. Then you can only jump to that beacon in that system once you arrive, and placing the beacon some where else removes the first beacon. I feel it realy is very limited in its scope.

Its realy just for short cutting one long journey you may use frequently or particularly disslike having to do often.

it's not really limited in scope for you, while it limits the ability of your enemies/competition/whatever to micro-jump and get you, at least for a while.
And it does not cost anything nor it has any drawback bar the initial trip.

If, anything - it's just another approach to cut make big things really small.
 
it's not really limited in scope for you, while it limits the ability of your enemies/competition/whatever to micro-jump and get you, at least for a while.
And it does not cost anything nor it has any drawback bar the initial trip.

If, anything - it's just another approach to cut make big things really small.
Well it costs a module slot.. say a size 4? And it is totaly for the reason you state to make a big journey short. In one location you set up.

There a some cases where i find a nice place to mine but the station is 250kls from the location and it makes it lesss desirable than some other lacations that have a station much closer. Same for some mission runs or RES sites. So often there is one or two popular systems that have short distances that every one uses and the rest of the galaxy is ignored in this respect. This i feel would make them viable.

What kind of costs would you think could be a good balance.. i had the idea a militery drive that runs on different fuel may also need to be used, to use the module/beacon. After hearing the lor explination given for fleet carriers. And perhaps have the beacon visable to other players so they could camp the beacon like a star to help limmit the escape advantage
 
I'm not really sure what point you're making, with 1200hrs in NMS and Triple Elite in ED. You like them both for different reasons?
I was thinking that NMS has fast, convenient supercruise and still manages to provide lots of gameplay. I still play ED because of the realistic cosmic models and combat mechanics. Both of which are non-existent in NMS.
 
Ok so i had this idea,

People have been asking for in system jumps for ages and i understand why this is not desireable as game play goes.. BUT..

What if ypu could have a module in your ship that could carry a personal nav beacon you could mabe carry one or two depending on module size. You go some where and drop the beacon and it would be hyperjump-able to. So you have to have gone there in the first place and you have to sacrifice a module slot amd you have a limmited amout. But it would perhaps make trade and mining runs, even haz res runs a bit less punishing in systems where there is a lot of distance to cover.

Only you can target the beacon and they dissapear after death or if you remove the module or deploy more than your alowed.

What do people think? What kind of problems could arise in terms of abuse and exploit.

EDDIT: i meant that you can hyperspace jump to them once you are in the system. Not from other systems. And yor arival is much like a star arival. You cant apear in an instance, such as an asteroid field, you apear ''in orbit'' near the beacons location much like if you die in an srv.

Care to explain why? Or just triggered by the idea like every one else?
Like the eleventeen hullion other threads about in system jumps, this suggestion would turn the game from a space ship flight game into a game of "spam J button". Even though the proposal you listed involves the players having to run to a location then place a beacon at it before they can jump to it, you'd completely wreck the game. At the extremities of the distance from jump is hutton orbital, I'm pretty sure players would switch on to the idea of placing player-beacons at hutton orbital and instantly travelling the .22 LY to the station. You'd also unwittingly create credit farms, where missions to destinations hundreds of thousands of light seconds from the station, paying vastly more money because of of the distances involved, could be insta-glibbed by spamming J button.

Then there's the incompatability with the lore, FSD works not off nav beacons, but off the gravitational pull of the stars, thats why you usually drop in a few LS from the nav beacon, not in its pocket instance. Then there are the issues covered a gazillion times before....

Now since you've made me elaborate on this, I'm increasing my hostility to it from a straight ""No, just no..." to an "Absolutely no fracking way!!!"
 
If this feature existed - no one would force you to to use it.

It's honestly kind of creepy how many people are overly concerned with how others want/choose to play a game.

Like I think it would be nuts to not use SCA - but other people apparently enjoy playing without it. My reaction? Good for them - whatever they enjoy.
 
If this feature existed - no one would force you to to use it.

It's honestly kind of creepy how many people are overly concerned with how others want/choose to play a game.

Like I think it would be nuts to not use SCA - but other people apparently enjoy playing without it. My reaction? Good for them - whatever they enjoy.

Yea, you have the opprortunity to play iron-man and reset your save at every death?
Do you do it?
No

If they introduce short-cuts and fast travel, no one will take the long run.
 
Like the eleventeen hullion other threads about in system jumps, this suggestion would turn the game from a space ship flight game into a game of "spam J button". Even though the proposal you listed involves the players having to run to a location then place a beacon at it before they can jump to it, you'd completely wreck the game. At the extremities of the distance from jump is hutton orbital, I'm pretty sure players would switch on to the idea of placing player-beacons at hutton orbital and instantly travelling the .22 LY to the station. You'd also unwittingly create credit farms, where missions to destinations hundreds of thousands of light seconds from the station, paying vastly more money because of of the distances involved, could be insta-glibbed by spamming J button.

Then there's the incompatability with the lore, FSD works not off nav beacons, but off the gravitational pull of the stars, thats why you usually drop in a few LS from the nav beacon, not in its pocket instance. Then there are the issues covered a gazillion times before....

Now since you've made me elaborate on this, I'm increasing my hostility to it from a straight ""No, just no..." to an "Absolutely no fracking way!!!"
Ok.. so.. triggered then.. got it lol
 
Not a terrible compromise though I personally feel no need of it.

FYI, this change to a fundamental pillar of the game's design wouldnt be considered a QoL; the term QoL is used specifically to refer to small and near-universally enjoyed changes. Warp points in system would massively change the economy, travel, ship loadout budgeting, etc. This is referred to as a design shift or a major new feature.

An example QoL is adding a keyboard shortcut to an oft-used UI function etc.
 
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