EDIT: Now in proper 'graphic novel' format. See below for GIANT PIX...
Source: https://youtu.be/zEjjz23h3xc
STORY (click for large image):
(Low quality jpg version)
FOR VERY SLOW CONNECTIONS: HORRIBLE OLD IMGUR ALBUM
EXPLAINER (click for large image):
(Low quality jpg version)
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HOW IT WORKS:
Short Version:
Long Version:
WHY IT'S GOOD:
Short Version:
BONUS PIRACY TECH IDEA:
Having pirate kit that allowed them to disrupt the tether (possibly by triangulating around the latching point within a short window) could be cool . If successful the tether would whiplash and attach to the next largest mass. (Pilot's could prepare for this somewhat by scoping the Orrery, but it would still take some mean piloting skills to adjust when it happens )
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KNOWN ISSUES:
FREEFORM PHILOSOPHISING: WHY SPACE WOULD STILL BE REALLY BIG....
I'm happy FDev rejected the 'box to box' jumps between stations & known locations mooted in the early days. It would have made a mockery of the galactic scale they'd built if we just zapped from POI to POI.
It is possible to space the boxes too far apart though.
I've heard it argued that the use of dead time and empty gamespace to recreate the 'you're in space, it's huge!' thing is effective and desirable, and ultimately essential. And it may be to some, and more power to you. But for me it's such a blunt toolset, and a dull one on a gaming front. I just don't see it as necessary, or at least see it as over-used to date. There are more subtle & dynamic approaches:
There are multiple reinforcements of scale and grandeur throughout the game. I'm not sure empty space is truly needed to do Stellar Forge justice. At least not for this gamer.
Despite being kinda zappy, I reckon this micro-jump system actually stays with that philosophy. It emphasises the scale of each solar array of planets, even if it provides the option to collapse the space in between them. It should even accentuate the importance of local geographies and individual characters in the process. And, by design, I reckon explorers, min-max traders, Time-vs-Reward players and others who enjoy that in-between lacuna and long-approach can still happily and logically avoid this risky procedure as part of their preferred approach to the game. (While perhaps making occasional cheeky use of it if they find a Thargoid in their face or what have you...)
Hopefully it's a win-win mechanic!
STORY (click for large image):
(Low quality jpg version)
FOR VERY SLOW CONNECTIONS: HORRIBLE OLD IMGUR ALBUM
EXPLAINER (click for large image):
(Low quality jpg version)
---
HOW IT WORKS:
Short Version:
Select a distant star in that system. Engage your hacked FSD to jump straight at it, improvising your arrival amongst the local gravity wells. --Or--. Plot a route first in the orrery view to find the safest approach. Flying skillfully down the created tether will also help you avoid shredding your ship.
Long Version:
- Jumpable suns are marked with their own icon. Selecting one means a direct tether is automatically prepared in a straight line to that destination.
- Engage your FSD and your ship will enter a hacked mini jump mode, skirting along the edge of witchspace but not quite in it, propelling you down the prepared path.
- The optimal flight area is the secondary zone around the main tether. Touching the central tether will increase damage to your craft, as will leaving the travel envelope surrounding it.
- You can adjust the approach path of the tether to an extent in the Orrery view. The longer the distance travelled, including curvature of the tether, the greater the cumulative damage to hull and modules. Intersecting with braking masses can offset this damage, making a planned route worth the time.
- Hitting the gravity wells around large masses will slow you down. Outer edges slow you a bit and are not too damaging. Inner zones slow you more quickly but are more punishing. The larger the mass the greater these effects. Using the star's gravity well is rarely advised. (You can gauge the general damage and braking affect of different routes using the Orrery, even if the route itself is beyond the tether's limits).
- Leaving the safety of the tether envelope to reach braking zones is often required when the tether won't stretch to suitable braking zones.
- Leaving the tether involves a 'kick' in direction and acceleration that further complicates the act of clipping the desired braking zone(s).
- Jumps are marked in the Supercruise backdrop as a fading line for a short while, advertising direction of travel and arrival points.
WHY IT'S GOOD:
Short Version:
- A fun mechanic for those who like Risk-vs-Reward gameplay, involving flight skill & strategic foresight where desired.
- It's optional, with the risks & potential costs meaning Time-vs-Reward approaches are still viable.
- Adds new 'cat and mouse' gameplay to instances & Supercruise.
- Still uses full orbital range of each solar system. Not 'box to box'.
- Relatively easy to use but rewards deeper knowledge.
- Makes use of existing procedural variation in systems to make them feel more individual and diverse.
- Its gives the Orrery a reason to be, which it needs.
- It would look badass in practice
- This Risk-vs-Reward mechanic gives those of us who dislike 10-minute sun treks an entertaining way to shorten it. Those who prefer the Time-vs-Reward approach have reasons to stick with their preferred technique. (IE they would avoid the repair costs & significant risk of death involved). Trade profits over time would likely equalise, with quicker turnaround being offset by damage and death at the hands of incompetence & pirates.
- This mechanic should be fun to use and add more variety to Supercruise. Easy to slam on for an alternative high risk escape route where needed, or when impetuously chasing after a fat target doing the same. Even better used in a refined manner, starting with strategic system oversight and ending with high octane piloting to execute on your plan.
- Some will argue you can just avoid missions that direct you to secondary stars etc. This is just not true. Assassination destination reveals, distant route itineraries for passenger road trips, 'Psst I've got a message for you' info tip-offs. These things spring out of left-field all the time. You honestly can't mitigate for a lot of them.
BONUS PIRACY TECH IDEA:
Having pirate kit that allowed them to disrupt the tether (possibly by triangulating around the latching point within a short window) could be cool . If successful the tether would whiplash and attach to the next largest mass. (Pilot's could prepare for this somewhat by scoping the Orrery, but it would still take some mean piloting skills to adjust when it happens )
---
KNOWN ISSUES:
- Credit balancing: Although the risk/reward balances seem to be in the right ballpark to keep 'slow boat' alternatives viable, some basic calculations suggest that players using the tether could out-earn standard methods, making it a path of least resistance.
- Possible Solutions: Some form of credit cost, beyond the existing wear & tear costs (& periodic loot loss & death). Possibilities include: Make the tech incur a criminal fine on use / require a paid permit to utilise the nav beacon / involve use of a more expensive fuel type.
FREEFORM PHILOSOPHISING: WHY SPACE WOULD STILL BE REALLY BIG....
I'm happy FDev rejected the 'box to box' jumps between stations & known locations mooted in the early days. It would have made a mockery of the galactic scale they'd built if we just zapped from POI to POI.
It is possible to space the boxes too far apart though.
I've heard it argued that the use of dead time and empty gamespace to recreate the 'you're in space, it's huge!' thing is effective and desirable, and ultimately essential. And it may be to some, and more power to you. But for me it's such a blunt toolset, and a dull one on a gaming front. I just don't see it as necessary, or at least see it as over-used to date. There are more subtle & dynamic approaches:
These stellar systems already communicate their awesome aspects through orbital changes over time, through the approaches to giant arrangements of objects at various speeds, through the changing of a nebula backdrop as you jump towards them.
There are multiple reinforcements of scale and grandeur throughout the game. I'm not sure empty space is truly needed to do Stellar Forge justice. At least not for this gamer.
Despite being kinda zappy, I reckon this micro-jump system actually stays with that philosophy. It emphasises the scale of each solar array of planets, even if it provides the option to collapse the space in between them. It should even accentuate the importance of local geographies and individual characters in the process. And, by design, I reckon explorers, min-max traders, Time-vs-Reward players and others who enjoy that in-between lacuna and long-approach can still happily and logically avoid this risky procedure as part of their preferred approach to the game. (While perhaps making occasional cheeky use of it if they find a Thargoid in their face or what have you...)
Hopefully it's a win-win mechanic!
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