In-system Jumping

For me, one of the most tedious aspects of ED is super-cruise. It's awesome to begin with don't get me wrong but it gets tedious and tiresome after a while.


So, whilst the idea of an in-system jump is nothing new, I'd like to propose a slight alternative: instead of trying to make SC fun, speed it up.
To begin I'd like to clarify that I don't want to remove the aspect of scale; that's very important to me, however I would like to see technology improve as the game progresses.


Now, an FSD works by attaching itself to the heaviest body in a system and pulling the ship towards it (or .. something).
In order to retain the scale of the game but at the same time combat tedium, the lore could state than an FSD cannot attach itself to any other body in the system: it must be the heaviest star. So to combat this, engineers came up with a novel solution: hyper-cruise*

Hyper-cruise is a combination of hyperspace and super-cruise. Enabling a ship to travel at incredible speeds within a system.
As an example, Hutton Orbital could be accomplished in half the time or faster^.

In order to balance this whole thing out, I propose the following:

First, a specific FSD is required to accomplish the jump. Only a ship equipped with a class 3 or higher module can use it due to the nature of it's size and power requirement. In addition, the over-all distance that the FSD can accomplish between stars (it's LY distance) is reduced; this can however be corrected through engineer upgrades, as can it's power requirement.

Second, ships can be equipped with an Advanced Frame Shift Drive Interdictor. It functions by "tethering" the user to the ship in jump and yanking them out of it. This mechanic cannot be countered, however, the target is returned to super-cruise and not normal space. The interdictor, whilst in super-cruise, is running at the slowest speed (30km/s) but the target is at full, meaning the interdictor now needs to catch up to their target and then begin a regular interception. The cooldown from being yanked out of hyper-cruise is longer than it would take a ship to catch up and initiate an interdiction.

Third, a ship cannot counter the Jump Interdiction because controls become inoperable during jump. The pilot is free to navigate his or her UI (and later move about the cockpit and ship) but the ship itself is uncontrollable. Once out of hyper-cruise, normal control is returned to the pilot.


* The name is a work in progress. :p
^ For those unaware, Hutton Orbital is a station in the Alpha Centauri system. It orbits the planet Eden (which in turn orbits Proxima Centauri). It's notorious for it's incredible distance from the primary, Alpha Centauri A. A whopping 6,784,404 ls (0.22Ly). It takes players approximately 1.5 hours to reach.
 
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Lestat

Banned
A easy idea for players

1 Learn to use to use the System map before you accept the mission. If you see it too far you. Do not accept the mission. It a easy fix.

2 You can buy system Data if it not available to you.

3 If a mission that switch locations. You have a choice continue or abandon mission there no shame in it.

But don't ruin game play for Orbital Hutton truckers.
 
A easy idea for players

1 Learn to use to use the System map before you accept the mission. If you see it too far you. Do not accept the mission. It a easy fix.

2 You can buy system Data if it not available to you.

3 If a mission that switch locations. You have a choice continue or abandon mission there no shame in it.

But don't ruin game play for Orbital Hutton truckers.

What game-play is to be had from sitting at your screen for 1.5 hours doing nothing? I don't see how the game-play of OHTruckers is affected in the slightest from my suggestion.

It's a moot argument anyway, since FD have already said that in-system jumping is on their radar; so it's something that is likely going to arrive whether you like it or not; I just provided an alternate version of it.

I used Hutton as an example of an unnecessarily long journey that can be shortened; you can replace any system with long distances if it makes you happier.

The in-system jump would be purely optional, if someone doesn't want to spend inordinate amounts of time in super-cruise, they can invest in this particular FSD. They get to travel around systems faster, but take a knock on their over-all jump range.
 
(I am French, I use a translator, I hope the translation is good)

sometimes we do not know the system we are going.

system map is inaccessible.

so you either that the quest giver also gives the exploration data

or that the quest also shows the distance to arrival

or trade corridor to move faster

or the proposal of In-system Jumping

..or give a bonus quest to make you want to do.

(this game requires extreme patience by the state)
 
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You must have missed the CG for the Hutton Mug.
Was the CG to travel for 1.5 hours ... or was it to get Scrap to the station? :rolleyes: :)
I'm confident that if instantaneous in-system jumping had been implemented by then the majority of people would have used it with abandon.
 
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Robert Maynard

Volunteer Moderator
Was the CG to travel for 1.5 hours ... or was it to get Scrap to the station? :rolleyes: :)
I'm confident that if instantaneous in-system jumping had been implemented by then the majority of people would have used it with abandon.

One necessitated the other - and it was well attended.
 
Intra-star jumping has been considered by the devs, but I guess it's low priority.
It is low priority because it's a nice-to-have feature. It's really not needed.
My suggestion is merely an alternative to instantaneous travel around a star system. :)

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One necessitated the other - and it was well attended.
The CG encouraged that game-play but I suspect there are very few people who still make that trip.
If you want to see trucking for 1.5 hours as game-play that's cool, I personally don't - I consider it a waste of time. However, whether or not trucking for that long is game-play is really beside the point. My suggestion is simply an alternative to the insta-travel mechanism for star systems that FD already have on their radar.
 
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I'd like the ability to jump directly to a secondary star in the system, based on a few rules.
First one being the secondary star needs to be 'distinguishable' from the primary.
Too close to the primary, or too low mass compared to the primary, and you can't do it.
FD are pretty good with formulas, so they can do that math.
Also too far, and you can't either. Just to keep Hutton Truckers happy ;)

You also will need to have scanned the secondary star before jumping directly too it.
So first timers need to make the trip, and scan the star.
Second time round, you can jump directly too it.

:)

But what we really need is more to do during supercruise, which is not just more USSs. Lol
 
I'd like the ability to jump directly to a secondary star in the system, based on a few rules.
First one being the secondary star needs to be 'distinguishable' from the primary.
Too close to the primary, or too low mass compared to the primary, and you can't do it.
FD are pretty good with formulas, so they can do that math.
Also too far, and you can't either. Just to keep Hutton Truckers happy ;)

You also will need to have scanned the secondary star before jumping directly too it.
So first timers need to make the trip, and scan the star.
Second time round, you can jump directly too it.

:)

But what we really need is more to do during supercruise, which is not just more USSs. Lol

My suggestion was to try to keep the sense of scale. Instant-travel just makes the whole thing seem smaller. Whereas things like hyper-cruise, super-cruise, and perhaps longer hyperspace times all add to the illusion of size and scale.

But yea, I wouldn't mind more to do during a supercruise, as long as it doesn't involve having to *leave* supercruise. :)
Ship interiors would go a long way toward this I think; provide a number of distractions whilst making those long trips. Perhaps with Multi-Crew you and a friend could play chess, or some futuristic game. Or take turns piloting so the other can have a "nap" or a shower or something. Some kind of RP for me during those long trips would be awesome.
 

Robert Maynard

Volunteer Moderator
The CG encouraged that game-play but I suspect there are very few people who still make that trip.
If you want to see trucking for 1.5 hours as game-play that's cool, I personally don't - I consider it a waste of time. However, whether or not trucking for that long is game-play is really beside the point. My suggestion is simply an alternative to the insta-travel mechanism for star systems that FD already have on their radar.

The option remains for every player to travel to a location - or not - it's up to them.

I would expect that any in-system travel amendments may be short hyper-jumps to (relatively) distant stars in the same system (possibly with a lower range limit).
 
Add a new object "navigational buoy", which can be installed in systems with multiple stars, to which, you can make a "in-system jump".
Properties:

- Take one cell of the cargo hold.
- Can be thrown out of the cargo hold only at a certain distance from the star (the minimum and maximum allowed distance, roughly corresponds to the "standard navigational buoys").
- Can be thrown if within 500 000 light seconds there is no other navigation buoy.

- After "installation" should take at least 24 hours for the automatic adaptation of the buoy (scanning the environment and access to optimal orbit). A day after "installation" to the navigation buoy can be made a "in-system jump."
- Navigation buoy is an autonomous, receiving power from a star at which orbit it is. Can be bought in highly technological systems, on the commodity markets. Price: 10 Million credits.

- At the stars orbit, from which obtaining fuel is impossible, it is necessary to bring a navigation buoy with a built-in reactor. Can be purchased from "Engineers". Price: 100 Million credits.
 
Add a new object "navigational buoy", which can be installed in systems with multiple stars, to which, you can make a "in-system jump".
Properties:

- Take one cell of the cargo hold.
- Can be thrown out of the cargo hold only at a certain distance from the star (the minimum and maximum allowed distance, roughly corresponds to the "standard navigational buoys").
- Can be thrown if within 500 000 light seconds there is no other navigation buoy.

- After "installation" should take at least 24 hours for the automatic adaptation of the buoy (scanning the environment and access to optimal orbit). A day after "installation" to the navigation buoy can be made a "in-system jump."
- Navigation buoy is an autonomous, receiving power from a star at which orbit it is. Can be bought in highly technological systems, on the commodity markets. Price: 10 Million credits.

- At the stars orbit, from which obtaining fuel is impossible, it is necessary to bring a navigation buoy with a built-in reactor. Can be purchased from "Engineers". Price: 100 Million credits.

So basically, the onus would be on the player to create a network of Buoy's which would then become permanent markers throughout space enabling humanity to traverse the stars faster and faster?

Sounds like a job for the Buoy Rats... :D
 
Rats is used - how about Badgers.... ;)
Maybe a tautogram as a slogan ... Buoy Badgers Bringing Beautiful Buoys..

W2G22a3.png


...

[weird] .. then again ...
 
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Lestat

Banned
Let take a look different view from Pvp. Let take the current game setup in a Wing of 4 players. 3 just left hutton Orbital after getting repaired and now searching the spaceway looking for a target. Now let say I am alone at the star end targeting players and I Interdict you. Right now it would be a fair fight. Right. It going to take my Friend a while to get to me even if they jump to a different star and back.

Now let take the same setup with your idea. Even in smaller system or large 3 of my Friend just left the station and I interdict you. Now with my Pilot friends with Hyper cruise. They could close in on you and make what use to be a fair fight into a very unfair fight. It would also make it easier for them to keep rearmed and repaired and cause solo players some more trouble.
 
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