In-system jump to in-system body

So I was reading the 2014 early game design PDF and found this:

Hyperspace Travel:

If fitted with a Hyperdrive, a ship is capable of near instantaneous travel between gravity wells, either within a system or between systems. These journeys are known as hyperspace jumps. A Hyperdrive is an upgraded Frame Shift Drive. As such, it retains all Free Shift functionality.

The following activities are possible:
- System-to-system jump
- In-system jump to in-system body

Does anyone know why in-system jumps never happened?

(I wish they would add them in!)
 
So I was reading the 2014 early game design PDF and found this:



Does anyone know why in-system jumps never happened?

(I wish they would add them in!)

Because in early pre-beta they tested them out and found that not only did they contribute nothing to the game, they actually made the game boring and uninteresting. In the mean time they have introduced methods and information to help you determine how far from the entry point every body and station is so you can decide ahead whether or not to take that mission to Hutton Orbital
 
It seems they got dumped fairly early on when they moved away from 'box to box' jumps within the system and pursued the Supercruise approach. Although they were still expressing a desire to do [EDIT] micro-jumps to secondary suns in that quote in 2015.

Last we heard [EDIT] on sun micro jumps was: 'Rejected at the moment' / 'we haven't come to a conclusion yet on whether we should do it'. (May 2017). (Worth noting they were still up for alterations to Supercruise speed at that point).

It's a massive shame that it hasn't happened. (I've proposed a 'tether 'jump' mechanic that could do the job, and potentially keep those happy who prefer the slow boat, as I imagine that's part of the issue. Come over and have a look ;))


Because in early pre-beta they tested them out and found that not only did they contribute nothing to the game, they actually made the game boring and uninteresting.


They said 'box to box' jumps (IE straight from station to station etc) made the game boring. If you've got a quote on actual inter-system sun jumps being tested, and found wanting, I'd be interested to see it :)

In the mean time they have introduced methods and information to help you determine how far from the entry point every body and station is so you can decide ahead whether or not to take that mission to Hutton Orbital

This isn't actually the case. Hence all the people who are annoyed about it.

Missions regularly don't display the eventual location, and can then spring distant locations on you with no fore-warning. IE Assassination destination reveals, multiple stops for passenger road trips, 'Psst I've got a message for you' info tip-offs etc etc.
 
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Missions regularly don't display the eventual location, and can then spring distant locations on you with no fore-warning. IE Assassination destination reveals, multiple stops for passenger road trips, 'Psst I've got a message for you' info tip-offs etc etc.

Oh come on, do you really think an assasination mission should give you an exact location and destination to find your target? And a tip off? Those missions are just a risk you are taking to hope for a reward, these types of missions are a special case where the eventual target could really be anywhere in the galaxy, that's a risk you take for a certain type of mission, you know that when you take them, don't like it, don't take it. You know I think that I was talking about delivery missions and passenger missions and others where an exact destination is known when the mission is given.

I would never expect an assassination or tip off mission to give an exact destination when you took it and if you are expecting mini-jumps to take you to an assassination rendevouz that's beyond ridiculous. Some missions will spring destinations of unknown distances because the destination is ipso facto unknown when you take the missions.
 
Apropos the actual subject of the OP:

The decision about the adopted in-system travel mechanism was as a result of a poll in the kick-starter / alpha days. We (well Mr Maynard I think) came up with the actual threads where this was done, showing that the player-base wanted what was implemented.

So in the face of the continual raising of this type of "travel is boring" thread, perhaps bookmarking those posts might help but I just cannot be "bottomed" to search them out yet again.
 
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It seems they got dumped fairly early on when they moved away from 'box to box' jumps within the system and pursued the Supercruise approach. Although they were still expressing a desire to do [EDIT] micro-jumps to secondary suns in that quote in 2015.

Last we heard was: 'Rejected at the moment' / 'we haven't come to a conclusion yet on whether we should do it'. (May 2017). (Worth noting they were still up for alterations to Supercruise speed at that point).

It's a massive shame that it hasn't happened. (I've proposed a 'tether 'jump' mechanic that could do the job, and potentially keep those happy who prefer the slow boat, as I imagine that's part of the issue. Come over and have a look ;))





They said 'box to box' jumps (IE straight from station to station etc) made the game boring. If you've got a quote on actual inter-system sun jumps being tested, and found wanting, I'd be interested to see it :)



This isn't actually the case. Hence all the people who are annoyed about it.

Missions regularly don't display the eventual location, and can then spring distant locations on you with no fore-warning. IE Assassination destination reveals, multiple stops for passenger road trips, 'Psst I've got a message for you' info tip-offs etc etc.

Thanks for the great summary! +Rep

I read a lot of Sci Fi (70 books last year) and in virtually all of them in-system microjumps are common, so I was very curious why something that was in the original design doc never made it in.

Thanks again,

Grey o7
 
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Thanks for the great summary! +Rep

I read a lot of Sci Fi (70 books last year) and in virtually all of them in-system microjumps are common, so I was very curious why something that was in the original design doc never made it in.

Thanks again,

Grey o7

Cheers Grey :). Yeah I can see why they embraced SC, but micro sun jumps still feel like they'd fit. It's good to know they haven't written them off completely ;)


Oh come on, do you really think an assasination mission should give you an exact location and destination to find your target? And a tip off? Those missions are just a risk you are taking to hope for a reward, these types of missions are a special case where the eventual target could really be anywhere in the galaxy, that's a risk you take for a certain type of mission, you know that when you take them, don't like it, don't take it. You know I think that I was talking about delivery missions and passenger missions and others where an exact destination is known when the mission is given.

I would never expect an assassination or tip off mission to give an exact destination when you took it and if you are expecting mini-jumps to take you to an assassination rendevouz that's beyond ridiculous. Some missions will spring destinations of unknown distances because the destination is ipso facto unknown when you take the missions.


Sure, my point was that a big swathe of missions don't allow you to pre-empt huge transit times. Mooted 'solutions' like 'Don't take any of those mission types' or 'Quit all the ones that spring long transits on you' are clearly unsatisfactory.

Which is why I suggested the tether jump mechanic (click my signature if you want to debate it's pros and cons ;)). A risk/reward leap solves all of the above issues and, if suitably balanced, allows those who prefer to slowboat to keep their playstlye too. Win-win ;)
 

Lestat

Banned
Oh come on, do you really think an assasination mission should give you an exact location and destination to find your target? And a tip off? Those missions are just a risk you are taking to hope for a reward, these types of missions are a special case where the eventual target could really be anywhere in the galaxy, that's a risk you take for a certain type of mission, you know that when you take them, don't like it, don't take it. You know I think that I was talking about delivery missions and passenger missions and others where an exact destination is known when the mission is given.

Sure, my point was that a big swathe of missions don't allow you to pre-empt huge transit times. Mooted 'solutions' like 'Don't take any of those mission types' or 'Quit all the ones that spring long transits on you' are clearly unsatisfactory.

Which is why I suggested the tether jump mechanic (click my signature if you want to debate it's pros and cons ;)). A risk/reward leap solves all of the above issues and, if suitably balanced, allows those who prefer to slowboat to keep their playstlye too. Win-win ;)

I would never expect an assassination or tip off mission to give an exact destination when you took it and if you are expecting mini-jumps to take you to an assassination rendevouz that's beyond ridiculous. Some missions will spring destinations of unknown distances because the destination is ipso facto unknown when you take the missions.[/QUOTE]I look at Assassination missions or Passenger missions as a gamble. The player needs to look at the Price of the mission and ask them self this. Is this mission Price worth it or not. Then take the Gamble if they decide yes it worth it. Not asking for a shortcut.
 
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