In-System Jumps

Following on from that other thread, I'd like to propose a means to allow in-system jumps that will reduce those extremely long waits between distant stars within the same system.

Instead of waiting anywhere between 15 mins to 2 hours doing nothing more than just staring at the screen with literally nothing else to do, why dont we shorten the time and give the pilot something to do during that time.

I propose a fuel injector unit that would occupy an optional internal slot. When activated, it starts a mini game similar to the interdiction mini-game:

  • The more you keep your ship centred on target, the faster you go, and the less damage that is incurred by your ship's FSD drive.
  • If you go off-target, you slow down, and take more drive damage. If you go too far off-target you'd be kicked out of SuperCruise. Just like losing the interdiction mini-game, your drive would need to cool down, and your hull and FSD will have taken some damage.
  • The mini-game could last up to a maximum length of time to represent your finite supply of injector fuel, thereby ensuring a maximum possible distance coverage (perhaps 200,000 Ls?).
  • Alternatively, the longer keep the mini-game going, the harder it gets, until you either decide to drop out gracefully, or get kicked out with associated consequences (as described above).
  • The injector module would carry a fixed supply of injections, and would weigh your ship down (sacrificing overall jump range for SuperCruise speed). Larger injector modules can take you further on a single injection, but would also weigh more.
  • Injector fuel can be re-stocked at StarPorts (very expensive), or with a combination of high-grade materials (time consuming).
  • Injection can only be instigated by targeting a body with sufficient mass/radiation (i.e. a star).

To prevent the module giving players an unfair advantage against pirates, traders, and passenger liners, I would suggest implementing one or more of the following limitations:


  • The module may only be activated once it is out of a star's gravity well, meaning you'd have to travel a minimum distance away form the primary star before it can be engaged.
  • The module would only be available for distances above a minimum value (e.g. 10,000 Ls), meaning you wouldn't be able to use it to jump smaller distances.
  • The module can not be activated/engaged during interdiction, exactly like the FSD drive does now.
  • The module will cause drive damage. How much damage you take depends on how well, or how long you use the drive (see details above).

Any of those options would give other players ample opportunity to interdict a ship with such a module while in SuperCruise.
 
Maybe on first two it should be backwards. You have to follow a path the ship computer gives you. Because going in a straight line is a little easy. It could be explained by solar winds or storms or small mass avoidance. Kinda forces the player to follow directions. While in super super cruise
 
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I propose a fuel injector unit that would occupy an optional internal slot. When activated, it starts a mini game similar to the interdiction mini-game:

  • The more you keep your ship centred on target, the faster you go, and the less damage that is incurred by your ship's FSD drive.
  • If you go off-target, you slow down, and take more drive damage. If you go too far off-target you'd be kicked out of SuperCruise. Just like losing the interdiction mini-game, your drive would need to cool down, and your hull and FSD will have taken some damage.

Maybe on first two it should be backwards. You have to follow a path the ship computer gives you. Because going in a straight line is a little easy. It could be explained by solar winds or storms or small mass avoidance.
In other words, the target would be moving "point" like the escape vector in interdiction (of course moving relatively slowly) to guide the travel through path of "least resistance" between gravity wells towards the destination. Which of course would pretty much equal straight line if you make the initial 10k Ls journey away from the orbital plane. The guidance would maybe need an angle treshold or some other method to ensure that injected flight will still help you reach your target faster and not force you to a wild tangent in order to avoid damage.
 
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In other words, the target would be moving "point" like the escape vector in interdiction (of course moving relatively slowly) to guide the travel through path of "least resistance" between gravity wells towards the destination. Which of course would pretty much equal straight line if you make the initial 10k Ls journey away from the orbital plane. The guidance would maybe need an angle treshold or some other method to ensure that injected flight will still help you reach your target faster and not force you to a wild tangent in order to avoid damage.
Bingo it forces the player to play the game while in super fast cruise. Not that go watch Netflix super cruise. I hope they add just the right amount of risk so that it can't be done all the time.
 
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Good concept, too many downsides. The interdiction-like minigame is good for 2 reasons: interaction, AND it even trains people for if they DO want to interdict sometime!

Should probably just take fuel from the tanks, really. Heck, bundle the thing into the FSD and give it as stock. There's enough fitting choices as it is, having to fit loads of modules to do basic things is just nonsensical. Also, explorers don't have enough slots as it is. Eight limpets, AFMU, hangar, SRV, cargo rack, shield, etc etc. There's fitting for a role, and then there's having to fit one way to inhale, and refit to exhale.

Doesn't need to do damage on success, but having it bang up the FSD on fails is fine. AFMU charges are enough of an expense for travel.
 
Following on from that other thread, I'd like to propose a means to allow in-system jumps that will reduce those extremely long waits between distant stars within the same system.

Instead of waiting anywhere between 15 mins to 2 hours doing nothing more than just staring at the screen with literally nothing else to do, why dont we just use the other 90% of systems that don't involve the waiting.

Fixed your OP to get to the core of the opposition to the idea ;)
 
I like that you've gone skill-based with an unavoidable damage aspect & some form of logical cred cost. Although they costs seem punishing they push it into the 'optional fun realm', alongside existing approaches, rather than path of least resistance etc.

The varied fuel range could also pan out intriguingly in a cat-and-mouse sense perhaps [maybe pursuers would have to snag evaders within a time limit etc before they fell back?]

I'm not really a fan of it requiring a module. Primarily just because it would drive me up the wall to not have one on a lesser ship ;). I guess there is a case for having specialised builds zipping about the place though.
 
I find the OP's idea quite appealing with some tweaks, such as increasing the minimum range from 10k & restricting it to jumps between stars. I'll also throw in, without really thinking about it so I'll stick that caveat on it, that it should leave behind a Medium Wave that can be used to 'follow & disrupt/interdict' someone jumping inside a system with maybe a wake scanner & Advanced FSD Interdicted etc… random thought :)
 
I find the OP's idea quite appealing with some tweaks, such as increasing the minimum range from 10k & restricting it to jumps between stars. I'll also throw in, without really thinking about it so I'll stick that caveat on it, that it should leave behind a Medium Wave that can be used to 'follow & disrupt/interdict' someone jumping inside a system with maybe a wake scanner & Advanced FSD Interdicted etc… random thought :)

I actually *love* this idea!

Let's assume for a moment that the SC injector was an optional module. Wouldn't it be cool if those who are not equipped with one could piggy back off someone who does using an interdiction tether? Doing so would add a new dimension to the interdiction mini-game. Instead of trying to 'win' you would instead be aiming to maintain a stalemate to ensure you travel the maximum distance possible before being dropped out of SC.

This would be great for wings who could use this to their advantage where every wing member works cooperatively.

For pirates, it offers a means to interdict those ships that would otherwise outrun them.

Great idea Neowave! [up]
 
Agree jumping to just system stars is a little annoying, we should be able to jump to any planet by now would save a bit of time.
 
Hi,

I have nothing against nice little minigames, but here it doesn't make much sense. I'd prefer a possibility to do an "in System" hyperspace jump after selecting a secondary star in the system map which is let's say more than 200'000 LS away from the main star.

So you could basically jump to Proxima Centaury and then fly to Hutton Orbital in a reasonable amount of time, without having to watch an entire episod of game of thrones, do your laundry, get out with your dog, doing your commissions or whatever.

Of course, if you want to be entitled to a free Conda, you'd still have to do the whole trip in supercruise while staying all the time behind your screen.

Greetings

Robert de Vries
 
Why not just allow a pilot to select which star is the target of a given system that they will being jumping to?

For example, Alpha Centauri:

AlphaCentariSystemMap.jpg


Allow the nav computer to target each of those three stars for a high wake jump. Done.
 
I love the mechanics of such an idea, though new to this, I would offer a small change, like all ideas, sometimes they fall short of the overall effect required.
I am currently heading towards the Cats Paw Nebula, about 1500ly Above / Below (depending on your perspective) the bubble, and , while there are fewer closely located systems, ( ranges between 40 and 55ly ),almost every system i have come across thus far , has been HUGE, with star distances ranging between 150k and 400k ls, and although many of these systems have been discovered, the farthest stars remain undiscovered.
Most fsd modules ramp up after 200 ls, so I think anything under 30k ls should be handled just as it is, especially when navigating the bubble, you see, for most, this distance allows for collecting resources ( signal sources), which most, if not all players require.
However, when a commander is out there in the void, exploring, his or her respective ship would be outfitted for the task, even, like mine, engineered , and that is where i would like the modifications to be available, to have an engineered fsd option ( Perhaps in the experimental options) to include an "In system accelerator" with 2x,3x,4x frame folding, when travelling distances over 50k, with engineer calibration, the system would verify the distance to target, and notify you the choices available, 50k to 100k ls 2x folding, cutting the time in half, 100k to 200k ls x3 folding, equating to the same time as first setting, and finally 200k to 500k ls x4 frame folding .
With some tweaks, any distance within these parameters could be compressed into the same "real time frame" as travelling up to 50k ls .
Just a thought, engineering could be the new black, if it is allowed to be just a little bit more flexible than it currently is.
 
Still agree jumping to any star or planet would be a welcome break, a time saver, and more immersion,. it's not impossible just some extra code...
 
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