Intra-System 'Slipstream' Jumps / Distress Beacon

Hi all, please have a read of my idea - I've given it a lot of thought and hopefully I've summed up the main points below. Harsh critique welcome since I believe this could be a real boon to the game.

Essentially this will work alongside supercruise to allow for, for additional costs, intra-system ‘jumps’. I.e. jumping instantaneously to your desired system location, be it a beacon / planet / station etc.


The idea here is that super cruise would still have its uses, which I will outline through this post, but it can also be circumvented in certain scenarios for additional costs depending on the activity / ship / other conditions, by using a ‘Slipstream’ intra-system jump method.

The reason I’m calling it a ‘slipstream’ jump is because it will only be available for locations that have been previously discovered, scanned and successfully sold to universal cartographics by another commander - so explorers cannot just go slipstreaming to brand new locations that nobody has visited before.

This will obviously have several benefits and, as such, should have associated costs. This way the gamer will have to make the conscious decision between utilizing Supercruise or 'Slipstream' as their desired method of travel.

Universal additional costs
> Fuel: This would be the main consistent cost associated with slipstreaming. Currently supercruise travel uses barely any fuel (if any at all?) but a slipstream jump would use fuel in a manner that scales similarly to frameshift jumping, taking into account your drive/fuel tank/mass/distance traveled. A relatively small cost for sure, but it will add up.
> Ship wear and tear: Slipstream jumps should be considered risky and unstable, and so a % chance (10%, for example) to cause 1% structural integrity damage to your ship would accompany every jump you make. For a new player these costs are minimal and fuel costs larger, but for a more experienced player, their ship’s integrity is more expensive to repair.
> Increased FSD cooldown after slipstreaming: The idea here is that you may slipstream to a signal source, nav beacon, conflict zone or even a RES and find yourself in a spot of trouble - the increased FSD cooldown is a risk you’ll need to weigh up before putting yourself in that position in case you need to make a speedy escape.
> Physical impacts / shots will cancel your slipstream charge: pretty simple premise to remove slipstreaming as a potential escape method from fights.

Trading
One of the main considerations when trading is your route distance and the risk of piracy - it’s clear that allowing slipstream jumps for trading would negate a lot of the point and risk of the profession, so there would need to be certain considerations. Here are some ideas:
> Valuable items cannot survive a slipstream jump: Some items may be completely destroyed upon a slipstream jump, meaning it’s not a viable transport method whilst making high value trade runs. This relates to the risk and instability of the slipstream.
> Some items have a % chance to be destroyed: Some items may survive a jump, but each ton has a % chance of being destroyed during the jump
> Wear and tear: It may be that the increased tonnage inside the ship simply increases the chance and % impact to ship integrity. Another cost that can eat in to your profits, for the reward of a faster trade route!

Distress beacons
This is ‘kind of separate’ but also ‘kind of related’ to the intra-system slipstream jump idea, in that ships can buy ‘distress beacons’ - one-shot items that alert all commanders in a system that they’re in distress, and these beacons become physical locations that commanders can drop in on, or slipstream to.
Just imagine the multiplayer implications! Picture this scenario:
> T9 ambling towards station loaded with expensive goods, gets interdicted by a pirate and submits.
> Drops distress beacon immediately
> Pirates, bounty hunters and general galactic white knights alike heed the call and all slipstream to the location within 10-30 seconds
> A giant battle erupts!
> More commanders join the fray as the battle rages
> Everyone has an incredibly tense and exciting gaming experience and a great story to tell!


> Alternatively, more pirates heed the call and just a single bounty hunter - the BH cannot quickly escape because of his FSD cooldown and he ends up going the way of the T9… blown to dust.
> Pirates could even drop them as bait, or someone who simply wants some interaction may drop a different kind of beacon.

It would just be awesome
Imagine the sight when you, the commander wearing an oculus rift, arrives at Leesti and wants to head to George Lucas. You engage your FSD for a slipstream jump, line up with the destination… Your sirens burst, your engines roar in your ears as you’re accelerated to unfathomable speeds. The planet goes from a dot, to a tennis ball and to a full on glorious earth-like filling your entire view in a mere moment, and with an almighty BANG your drives cut out and it’s silence as George Lucas is slowly spinning, just 10km ahead...


I’m sure there are dozens of reasons why this may not be the BEST and most COMPLETE idea around, but I think it would add a lot to the game, without taking anything away.

Thanks for reading, now your thoughts, please!
CMDR Roderick Reith
 
A well thought out idea.

I like the idea of short, in system (Slipstream) jumps. And I think this is perhaps the most thought out recommendation along these lines that I have read. A nice mix of risk and reward.

One thought: I think that Slipstreaming should actually cost a noticeable amount of fuel. You're going to need to burn hard to accelerate fast and to decelerate faster. And I think the potential hull damage should be a little higher - maybe up to 5% hull damage on a given trip. I love the idea that heavier loads mean more fuel and increased chances of hull damage for Slipstreaming, and I love the idea that some goods have a chance of being damaged beyond repair - read: lost - when Slipstreaming.

Excellent suggestions.
 
Trading
One of the main considerations when trading is your route distance and the risk of piracy - it’s clear that allowing slipstream jumps for trading would negate a lot of the point and risk of the profession, so there would need to be certain considerations. Here are some ideas:
> Valuable items cannot survive a slipstream jump: Some items may be completely destroyed upon a slipstream jump, meaning it’s not a viable transport method whilst making high value trade runs. This relates to the risk and instability of the slipstream.
> Some items have a % chance to be destroyed: Some items may survive a jump, but each ton has a % chance of being destroyed during the jump
> Wear and tear: It may be that the increased tonnage inside the ship simply increases the chance and % impact to ship integrity. Another cost that can eat in to your profits, for the reward of a faster trade route!

I liked all of your ideas, but this one I don't like, and I have another problem.

First, I think that all items in the cargo should immediately be destroyed/jettisoned upon slipstream jump. I think it should never be a choice for traders to outright ignore piracy, at whatever cost. Second, there is a huge problem with Open Play in this. If I fly to system X looking specifically for person Y, I already have enough problem finding him with the P2P instancing in the game. This would only aggravate that, and it must be said that traders aren't the only hunted people here. Wanted pirates using slipstream would cut down bounty hunting even further, bounty hunters couldn't be attacked and driven away by pirates, and et cetera. Lastly, you said that slipstream would take a toll on your fuel and wear & tear. Many players stick to their Cobras, especially pirates, as nothing can catch a good Cobra. Wear & tear costs are tiny in the thing, and fuel is tiny as well since 1.2.
 
I have to agree with Hagglebeard. While convenient (and frankly, very true to the game trailer), I see this idea causing more problems than it solves.
 
I liked all of your ideas, but this one I don't like, and I have another problem.

First, I think that all items in the cargo should immediately be destroyed/jettisoned upon slipstream jump. I think it should never be a choice for traders to outright ignore piracy, at whatever cost. Second, there is a huge problem with Open Play in this. If I fly to system X looking specifically for person Y, I already have enough problem finding him with the P2P instancing in the game. This would only aggravate that, and it must be said that traders aren't the only hunted people here. Wanted pirates using slipstream would cut down bounty hunting even further, bounty hunters couldn't be attacked and driven away by pirates, and et cetera. Lastly, you said that slipstream would take a toll on your fuel and wear & tear. Many players stick to their Cobras, especially pirates, as nothing can catch a good Cobra. Wear & tear costs are tiny in the thing, and fuel is tiny as well since 1.2.

Thanks for the feedback Hagglebeard! I'm inclined to agree with you on the point about trading, the best course of action would be to either make Slipstraming impossible or simply make the cost so high that nobody in their right mind would attempt it (as you suggest, all cargo jettisoned or destroyed. I like the jetison idea - it becomes another way that a pirate might make off with some goods).

I'm less inclined to agree with you on your points about finding people in the game due to instancing issues. Sure, if someone is travelling from A to B and decide to slipstream then it's unlikely you'll catch them (unless gravity traps ever become a thing, that tear you out of SC or Slipstream). But when are you most likely to bump in to a pirate, other than when he's busy pirating? The pirates and bounty hunters would still need to spend their time in supercruise - looking for their respective targets - so I doubt much would change here considering traders would still roam in supercruise.
Plus if Distress beacons became a thing there would be even more opportunities for players to bump in to eachother - a system-wide call for help is sure to attract a lot of attention.

I genuinely believe in this idea so I'm keen to keep the conversation going and I appreciate the feedback so far.

Cheers guys
 
I have to say that I've never undertaken a piracy role, but I believe it's a gameplay style that is integral to the game - and the overall immersion factor. While I have been the victim of many (player) pirates and, I've come off second best only once or twice, and I find the whole experience really fun - it's gets the adrenaline flowing and provides a more colourful gaming experience.

However, I'm sure that it must be very boring for pirates who target players in unarmed cargo ships. Hence, I also support the suggestion for a distress beacon (discussed elsewhere in other threads). If a ship could activate a beacon to alert nearby players that there is an emergency or ship in distress, then it would make the pirating experience much more challenging - with the risk that a bounty hunter arrival might be imminent.

For those in supercruise, the distress call would look not unlike the strong/weak/unidentified signal sources - but really should take priority. For example, a message in chat or on the HUD that alerts players within (x) light seconds of the beacon. Admittedly, in some remote areas, activating a beacon may be an exercise in futility.

As it is morally objectionable to ignore a distress signal, players should be rewarded somewhat for at least investigating the source, but should't be penalised for not doing so.

Perhaps, players could purchase different grades of beacons with prices commensurate with their range and other features. It may even be a worthwhile investment for pirates to use beacons to lure in unsuspecting do-gooders - that would add an interesting twist to the game. Beacons for trap/ambush tactics - why not? :)

Cheers commanders.
 
In respect to distress beacons: I've been reading the book "Elite: Tales From The Frontier", and in one of the stories ("A game of Death" by Allen L. Farr), there's a reference to a Far Cry Distress Beacon.

Just saying :)
 
For those in supercruise, the distress call would look not unlike the strong/weak/unidentified signal sources - but really should take priority. For example, a message in chat or on the HUD that alerts players within (x) light seconds of the beacon. Admittedly, in some remote areas, activating a beacon may be an exercise in futility.

As it is morally objectionable to ignore a distress signal, players should be rewarded somewhat for at least investigating the source, but should't be penalised for not doing so.

Perhaps, players could purchase different grades of beacons with prices commensurate with their range and other features. It may even be a worthwhile investment for pirates to use beacons to lure in unsuspecting do-gooders - that would add an interesting twist to the game. Beacons for trap/ambush tactics - why not? :)

I like these ideas too! However, trying to get to a distress signal in supercruise may turn out to be a fruitless effort since in the time taken to get there the encounter may well be over and done with. And again, a slipstream jump may be one solution to this.

Cheers for the input :)
 
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