Increase the range on synthesized FSD Injections

Currently Basic, Standard and Premium synthesis give an increase of +25%, +50% and +100% respectively. Nobody ever uses that except for dire emergencies.

I suggest increasing that to +100%, +200% and +300%.
+100% on the cheapest one means some people might actually consider spending those materials instead of jumping for one or two more jumps.
Having materials ready for the +300% means you could return to whichever Neutron Star you came from, no matter where you ended up.

Side note: please, increase the boost of White Dwarves, too. As they are, they're not worth the time spent scooping them even for the most skilled of players.

Edit: As people have pointed out, ships with big jump range don't need more. I meant for this to help space truckers and ships with small fuel tanks (combat ships). That being said, I prefer the idea of flat range increase, as Ian Doncaster mentioned:
(...) Rather than changing the percentage, though, maybe the solution is to give synthesis a different purpose. Rather than +25%/+50%/+100% give them +25 LY/+50 LY /+100 LY - on a max-range ship this is only a marginal increase on what they currently do, but it gives interesting choices to using them on shorter-range ships. (...)
 
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Currently Basic, Standard and Premium synthesis give an increase of +25%, +50% and +100% respectively. Nobody ever uses that except for dire emergencies.
Which is probably the intended purpose of the boost.
I suggest increasing that to +100%, +200% and +300%.
Tripling seems too excessive.
+100% on the cheapest one means some people might actually consider spending those materials instead of jumping for one or two more jumps.
Having materials ready for the +300% means you could return to whichever Neutron Star you came from, no matter where you ended up.
People already say the game is too safe.
Side note: please, increase the boost of White Dwarves, too. As they are, they're not worth the time spent scooping them even for the most skilled of players.
In terms of risk versus reward WD and Neutron boosts ought to be swapped round but on a rarity basis it is better as it is, a slight increase in WD range might tempt more people to risk destruction though.
 
Which is probably the intended purpose of the boost.
When they were originally introduced (and the values haven't been touched since), there was no engineering or neutron boosting, so they were the only way to increase jump range.

At the time, being able to go from ~40 to ~80 LY jumps on a max-range Asp or Anaconda brought a lot more of the fringes of the galaxy into range, if you were careful not to run out of materials to make it back again, or could find another source (and again, this was before scanning a planet told you what materials it had, so you had to just go to the surface and see what you could fine). Nowadays you can get 90 LY as baseline and a FC can go 500 LY anyway, so "can you reach this at all?" is no longer a question.

Nowadays they're in a bit of an odd place as baseline engineering gives every ship close to +100% as a built-in, and neutron boosts are massively better [1]. Rather than changing the percentage, though, maybe the solution is to give synthesis a different purpose. Rather than +25%/+50%/+100% give them +25 LY/+50 LY /+100 LY - on a max-range ship this is only a marginal increase on what they currently do, but it gives interesting choices to using them on shorter-range ships.


[1] Which was not intentional either. They were supposed to be something like +50%, somehow this got implemented wrong in the 2.2 Beta, and Frontier decided it was a popular enough bug to keep.
 
Mining jumponium in deep space sucks. The time saved by jumping further isn't worth the time spent gathering more materials. People would use them more if getting the materials was less of a pain. Doubling the range wouldn't change that issue for me.
 
Mining jumponium in deep space sucks. The time saved by jumping further isn't worth the time spent gathering more materials. People would use them more if getting the materials was less of a pain. Doubling the range wouldn't change that issue for me.
New module: FSD Injector. Increases jump range by X (current jump range injection replaced by synthesizing 'ammo' for this module, so more jumps for your mats... possibly can pull from a new fuel tank you fill via synthesis? (Edit: Also maybe, Neutron Scoop into secondary tank, store the fuel to only use later, possibly extra explode-y... no wait, 400% jump too much, never mind carry on)) Either incompatible with SCO entirely, or take damage with every jump in a SCO-enhanced drive.

Also a fun idea but I dont know how you do it, maybe you have to go silent running or something to let the injection cook in the engine until its ready... but too hot could fry the fsd or injector of both (This is solved too easily by heat sinks, which I dislike)
 
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Jump range just doesn't seem as important anymore. Whenever I need to travel big distance I just use my fleet carrier. Whether it is to move away from the bubble 10,000Ly or move a low jump range ship to an engineer on the other side of the bubble I use the fleet carrier. Tritium is relatively cheep. Usually I can time my jumps at the end of a play session. Or just before a IRL task like making a phone call, making coffee, or warming up dinner. Overall it is a timesaver because when I return the fleet carrier has moved 500Ly.

Although I have spent HUGE time exploring before fleet carriers were introduced, I am no longer a big fan of spending hours with my eyeballs glued to the hyperspace jump screen. Off topic -> I always wished the game didn't completely go on pause everytime we make a hyperspace jump. The game should allow us to do in-ship stuff while the next instance is being loaded.
 
Ha ha! no.... I just wish I could keep looking at my inventory and missions and think about next steps without all the menus suddenly slamming shut and my eyeballs violently whipped around to stare out the canopy window.
Very true. Going off-topic here, but that loading screen is one of the more annoying parts of this game. We should be able to do stuff in menus even if any changes resolve only after the loading is complete.

Similar issue - going to supercruise denies you looking at the stations, signals, etc. Why?
 
Why ?
We now have engineering and modules which now at least double the range of ships and now you want to add 300% ontop of that ? For what purpose ? We haven't even managed 2% of the stars that are reachable with no engineering . Let alone the odd one or two waaaay out? It's not even hard to get the mats and they are quite common .
I always thought the boosts were around to help get between the spiral arms for those who didn't min max the exploration ships . I mean my Mandalay would get about 330 lyrs and it's not even min maxed for 1 jump ?
Sorry I don't think we should be upping the boosts I would go so far to say that halving the boosts would be the way to go . But I'm old school and have visited beagle in a 44 and then 54 lyr dolphin , so I may be the grumpy old man shouting at change?
 
I personally like the option to get myself out of a bind due to my own stupidity. That's the only reason I would use FSD boost synthesis, and I don't ever remember using except for an initial test to see how it works.
 
I personally like the option to get myself out of a bind due to my own stupidity. That's the only reason I would use FSD boost synthesis, and I don't ever remember using except for an initial test to see how it works.
That reminded me of James Blish’s Cities in Flight stories.
In one of them they use a last resort procedure to escape into space, it was a true one shot that erased how it worked from the cities database.

Made me wonder about an optional module that would provide one boosted jump, only one can be fitted and it gets destroyed if used, other restrictions would apply.
 
Why ?
We now have engineering and modules which now at least double the range of ships and now you want to add 300% ontop of that ? For what purpose ? We haven't even managed 2% of the stars that are reachable with no engineering . Let alone the odd one or two waaaay out? It's not even hard to get the mats and they are quite common .
I always thought the boosts were around to help get between the spiral arms for those who didn't min max the exploration ships . I mean my Mandalay would get about 330 lyrs and it's not even min maxed for 1 jump ?
Sorry I don't think we should be upping the boosts I would go so far to say that halving the boosts would be the way to go . But I'm old school and have visited beagle in a 44 and then 54 lyr dolphin , so I may be the grumpy old man shouting at change?
I also have a Mandalay like that. Favorite and most used ship. Hate the power creep that made it happen. It would've been a great ship with 85% of its jump range, too.
As it is, I can chain Neutron star jumps one after the other and travel around with 300Ly jumps. Faster than a Carrier. Can get to any station and order any other ship to be there the next play session.

That Mandalay wouldn't benefit much from those +300% synthesized boosts, purely because it can already chain Neutron jumps. It doesn't stack with them anyway.

The OP suggestion was meant to aid space truckers and ships with small fuel tanks (combat ships). That being said, I prefer the idea of flat range increase, as Ian Doncaster mentioned. Might as well edit this into the OP:
Nowadays they're in a bit of an odd place as baseline engineering gives every ship close to +100% as a built-in, and neutron boosts are massively better [1]. Rather than changing the percentage, though, maybe the solution is to give synthesis a different purpose. Rather than +25%/+50%/+100% give them +25 LY/+50 LY /+100 LY - on a max-range ship this is only a marginal increase on what they currently do, but it gives interesting choices to using them on shorter-range ships.
 
I also have a Mandalay like that. Favorite and most used ship. Hate the power creep that made it happen. It would've been a great ship with 85% of its jump range, too.
As it is, I can chain Neutron star jumps one after the other and travel around with 300Ly jumps. Faster than a Carrier. Can get to any station and order any other ship to be there the next play session.

That Mandalay wouldn't benefit much from those +300% synthesized boosts, purely because it can already chain Neutron jumps. It doesn't stack with them anyway.

The OP suggestion was meant to aid space truckers and ships with small fuel tanks (combat ships). That being said, I prefer the idea of flat range increase, as Ian Doncaster mentioned. Might as well edit this into the OP:
I agree, however I am very much an explorer even and just come back from a little shakedown on my explorer VIper (50lyr range) I don't have many ships over 60 ( 50 range and I'm happy) and even if I'm hauling stuff I don't mind the ,30 ish lyr jumps or even a 60 with boost as it is ( I tend not to use them ) . So in all fairness it wouldn't affect me but it seems we are trying to make the universe smaller for the sake of making small ? I still remember before engineering and knowing that a trip to Beagle would take a long time where as now it's a few hours and you are there ... No effort and no real sense of achievement ? Just a tick in a box for a few hours work ? I'm fully aware that I could just be grumpy as well 🤣
 
nah leave the basic recipes alone just add more tiers, maybe add some guardian dust to the mix or thargoid scales, personally i use grade 1 fsd boost almost exclusively to help scoopless ships make a longer journey.
we could also have a mechanic for auto injection for multiple jumps, i gotta collect all those materials after all.

we should also just be able to buy and stock premium fuel.
 
(...) So in all fairness it wouldn't affect me but it seems we are trying to make the universe smaller for the sake of making small ? (...)
Nah. Trying to reduce the amount of jumps needed while traveling within the Bubble. To make a 5 jump trip with 2-3 jumps. Each jump takes about 40s in total. Measured a few times. If it were either seamless flight or fully auto-pilot, it would be fine. But it's alternating between controlling the ship and waiting for ads (FSD cooldown, jump windup, loading screen). You can neither play constantly nor alt-tab while waiting.

That and being able to fly a FDL to a system 75Ly away on one tank.
And a Type-9! Once you fill it up, it jumps a lot shorter. That's a big issue considering how painful it is to turn. Situations like that. Explorers don't need FSD injections much. Aside for getting stuck in a system only reachable with a Neutron. But that's natural selection.
 
But that's the thing every ship becomes meh ?
The type 9 isn't really good at anything apart from cargo, but that makes it so much fun flying.
My FDL has an extra tank to get me to places but there is a downside.
As to the time ? I've never had an issue, it's just one of those things if you want to look at loading screens try SF that's painful .
But I also know the ship race is how quickly I can get a job done ?
 
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