In system jumps.

You are right. Making it challenging and rewarding skill with lower travel time would be cool.

My dream would be something like going faster if you follow geodesics and the ability to slingshot/brake using massive bodies like stars and gas giants.

This is a very cool idea. Some sort of system plotter (simplified Orrery?) where you can create a trajectory through a system making use of slingshots. On the HUD you would have an aiming overlay to show where you need to fly to get the best boost from it. Very nice if you plan on visiting a lot/all bodies in a system for exploration.
 
Then we need an alternative drive, as supercruising is conducted by a kind of alcubere drive. The physics do not allow slingshot with an alcubere drive.
 
Then we need an alternative drive, as supercruising is conducted by a kind of alcubere drive. The physics do not allow slingshot with an alcubere drive.

Not necessarily. At least no physics we know of today. If we can have FSD supercharging why not SC supercharging? I don't mind lore handwavium if it results in more engaging gameplay.
 
Then we need an alternative drive, as supercruising is conducted by a kind of alcubere drive. The physics do not allow slingshot with an alcubere drive.

Well physics does not really allow for Alcubiere drive either (sketchy at best). So, maybe Handwavium based tech allows for slingshots ;)
 
Or microjumping 

If we have microjumping then mission rewards would no longer be influenced by SC distance to target station. So I would be sat at a station looking at a mission that pays me 1m to jump 10LY or another mission that pays me 1m to jump 10LY to a system that additionally requires a microjump to get me near the destination in it. Which would you choose? I am failing to see how this improves my gameplay choices over what we already have.
 
If we have microjumping then mission rewards would no longer be influenced by SC distance to target station. So I would be sat at a station looking at a mission that pays me 1m to jump 10LY or another mission that pays me 1m to jump 10LY to a system that additionally requires a microjump to get me near the destination in it. Which would you choose? I am failing to see how this improves my gameplay choices over what we already have.

It doesn't, but for some reason people seem to think it does. Micro jumps will add literally nothing to the game and take away options.
 
It doesn't, but for some reason people seem to think it does. Micro jumps will add literally nothing to the game and take away options.

I would not say it take away options. It just take away the need for long distance SC. No one would use long distance SC if micro jumps where added.

I'd rather have the SC reworked to make it 1) skill based as in skill vs speed => know what you're doing, go faster. 2) add in gameplay on the long distance SC white bone :)

Frankly, hyperspace could do with a rework and finding hyperlane and having "hyperlane terrain" would have made making exploration better much easier.
I don't know, maybe the thargoids use a witchspace weapon that makes jump to anywhere from anywhere an impossible thing, and opening a new age of exploration
to find the remaining stable hyperlanes.
 
I would not say it take away options. It just take away the need for long distance SC. No one would use long distance SC if micro jumps where added.
Micro jumps as has been stated would just make every station close to you. Missions would be effected as there would be no long distance but more profit missions. They would all be the same.

I'd rather have the SC reworked to make it 1) skill based as in skill vs speed => know what you're doing, go faster. 2) add in gameplay on the long distance SC white bone :)
Agreed. Improve SC, have a high speed/high risk-cost option so you can have both as being decent options.

Frankly, hyperspace could do with a rework and finding hyperlane and having "hyperlane terrain" would have made making exploration better much easier.
I don't know, maybe the thargoids use a witchspace weapon that makes jump to anywhere from anywhere an impossible thing, and opening a new age of exploration
to find the remaining stable hyperlanes.
Yup, but I can imagine people complaining that going on long distances they have to do this hyperlane terrain thing could be a bit tiring after doing it ten times in a row. If it was optional again, but you went a longer distance with risks involved I can see it having a place in the game. The more options to achieve your goals the better. Sometimes I have wanted to do the long supercruise journeys. Not often though, but it gives me a chance to get up, stretch my legs and get a beer and have a wee.
 
If we have microjumping then mission rewards would no longer be influenced by SC distance to target station. So I would be sat at a station looking at a mission that pays me 1m to jump 10LY or another mission that pays me 1m to jump 10LY to a system that additionally requires a microjump to get me near the destination in it. Which would you choose? I am failing to see how this improves my gameplay choices over what we already have.

Who have said, that the distance dependency must be lost with microjumps???
 
Who have said, that the distance dependency must be lost with microjumps???

It would be lost as there would be effectively no difference or very little in the distance if there were micro jumps. The reason why you had a distance bonus was because they are further away from entry point. As soon as that becomes redundant with micro jumps, nobody would get the distance bonus and nobody would use the long way as it would make zero sense to.
 
In the case of something that could jump you across an entire system, thus granting you the ability to avoid pirates, PvP, mission-related interdictions and turn Cr50m/hr missions into Cr500m/hr missions, it'd need to be a doozey of a drawback to balance the benefits it'd provide.
Frontier's original pre-supercruise idea for in-system microjumps had the concept of pirates being able to lay a "net", presumably across the predictable travel routes between points of interest, and micro-hyperdict passing ships.

So rather than simply evading the interdiction, or getting a fast enough start that they're left behind trying to get out of a planet's gravity well ... it's a case of dropping out unexpectedly at a random point in space right in front of a pirate's guns, with the full drive cooldown before you can move on.

Add to that the original plan that being shot - by anything, even with shields up - would disrupt and slow drive charging, and you'd generally have had to actually kill the NPC pirates to proceed.

Also, you'd have appeared in system at the nav beacon - with whatever else was there - rather than safely in supercruise ... and had larger journeys to get to the station from the microjump drop point, rather than being able to drop out of supercruise almost inside the NFZ.

Vital as supercruise has been for proper exploration - and I can't imagine how planetary landings would have worked sensibly with microjumps - the 11th hour decision to use it rather than microjumps did interfere with a lot of working game designs, some of which still haven't really been resolved.
 
The argument with the pirates is absolutely bulls.... Everybody knows, that Pirates attack near the stars and not during a longrange supercruise! Thats an excuse for me, not an argument!
 
If we have microjumping then mission rewards would no longer be influenced by SC distance to target station. So I would be sat at a station looking at a mission that pays me 1m to jump 10LY or another mission that pays me 1m to jump 10LY to a system that additionally requires a microjump to get me near the destination in it. Which would you choose? I am failing to see how this improves my gameplay choices over what we already have.

Ever heard of a caveat? "Microjumping will terminate this contract"
 
We had microjumps with wings for a while, when you could lock to a wingmate's beacon and drop out where they are. For some reason that didn't kill the game.
 
Ever heard of a caveat? "Microjumping will terminate this contract"

What faction would even put that in a contract if it stops them from getting their product there quicker quicker. That does not compute and therefore pretty much kills of one of the main reasons to have microjumps in the first place.
 
Can't see how it would make it any better for you if you found it tedious before you will find it tedious afterwards. But it certainly can't be as tedious as your posts though.

Well my posts are entirely in keeping with the ‘game’ then.

FD could make up some spurious lore-reasons why certain missions had to be completed without in-system jumps. Could work.
 
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