Jump range limit

Well maybe the FSD that at least i dont know exacly how it works but seems to work on the principle of the Alcubierre drive if i'm not mistaken. That means that the FSD will charge and generate a warp bubble around you, so when you are in SC you technically are inside the bubble. Now when you jump , i'm assuming the FSD is preparing some sort of mechanism to push the bubble at higher c speeds to reach the next system quicker. So that kick of energy, takes a certain amount of fuel On my cobra a 23ly jump will eath maybe 2/10 of my fule tank. But what does the FSD stop ? The moment we are in a bubble we are moving at a constant speed even maybe accelerating.

So now this is what i think.

FSD Charge is for the initial push to reach the speed needed to jump into a 22ly distant object. Why so why stop at 22ly? We are currently traveling inside the bubble at who knows the speed of C , what prevents me from logically speaking ploting a course 100 ly with the same warp punch i get from the same amount of fuel and wait lets say 15 minutes to arrive?

HETA? nope the ship does not over heat while jumping. Fuel? already used the fuel to push the bubble at superliminal speeds.

The only thing like a poster above mentioned is the computer skill to plot a course, but then if that is the problem, the computer can already plot a 1000ly course. :p

hence my question open :D


PD:any weird typos , i cant find my glasses lol

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What if we could unlock our jump drives, but the unlock would cause enough instability that it would essentially randomize your destination. Like Lost in Space.

i mentioned something about that earlier, "override jump protocol" option :)
 
I'm a little surprised that the OP is on the other side of the galaxy with only 22ly jump range.

I did a few exploration expeditions with fully tooled up cobras and clippers which give you a similar range, but since I never encountered any other ships beyond few hundred lys of human space, I did my last two expeditions in a completely stripped down Asp with no shields or weapons.

This gives a jump range of ~36 ly which actually reduces the number of required jumps by about 70% because the path finding becomes more efficient. Can go from the centre of the galaxy to Sol in about 8-10 hours of gameplay I reckon.

They say having no shields gives you a better heat characteristic if you accidentally crash into a star and need to jump away, so you'd have them switched off anyway.

It does get interesting when you come back near to human space and get jumped by npc pirates.

Of course this would all have to change when you get jumped by thargoids in future builds, but I would not stay and fight a thargoid in an explorer ship anyway - just do whatever I can to get away.
 
Idea of special exploring ship without hardpoints etc. is interesting, BUT...

When it comes to immersion and overall sci-fi ethos of the game, who would want to explore deep space without decent shields and firepower ? Who knows, what is hiding in another quadrant of the Galaxy ? Of course, we can be almost 100% sure that there is nothing there (it is a pitty, but that is another story). But how we can be sure that after another update, there will not be born something evil thousands of LYs from Sol ?

Uhhh I'm pretty sure all the hardcore explorer CMDRs out there do so without shields or firepower...its the first paragraph of every "how to explore" guide - things you don't need.
 
Uhhh I'm pretty sure all the hardcore explorer CMDRs out there do so without shields or firepower...its the first paragraph of every "how to explore" guide - things you don't need.

Well for me personally, i like to take a weak shield with me, simply because i like to fly around in asteroid belts and take pictures. And without shields that would just be inviting an accident.
 
maybe a new system where you had a max and effective jump range, and the more you pushed outside your effective jump range, the increased odds you'd land a few systems over, many-many light years over, or materialize inside a dwarf star :)

that kind of increased risk / reward tradeoff would seem like a cool new feature.

Yes, it's only been around in Three Little Black Books since 1978. :)

Elite, with a Misjump Table. Cool.
 
It's a bit sad that there aren't a few wormholes around the deeper sections, which would work like jump short cut wakes.

So example wise you select the wormhole in Sol (just an example...) that's linked to Sag A* which would normally blow a neutron star for the energy requirement but since it's a wormhole the jump cost would be reduced to a fraction of let's say a 15 ly jump.

I really loved wormholes in Freelancer, especially finding them by simply trailing npcs which flew off the normal routes, always bound to get interesting.
Sigh, I miss that really, that one time where I discovered a wormhole in the badlands, the spooky damn dark dense asteroid field, just by stalking a smuggler, dat feeling.

E:D has some pretty cool and sometimes pretty spooky asteroid fields, but yeah, nothing in them aside rocks and buggers if you're near a RES.

I want signal sources in asteroid fields ;_;

*completely off topic by now*
 
Uhhh I'm pretty sure all the hardcore explorer CMDRs out there do so without shields or firepower...its the first paragraph of every "how to explore" guide - things you don't need.

Of course, players are exploring this way, because Galaxy is empty in game, at least at 1.3 level. But from the sci-fi point of view, this does not make sense. Galaxy should NOT be empty, there should be various dangers, not only binary star systems and/or neutron stars.
 
It's a bit sad that there aren't a few wormholes around the deeper sections, which would work like jump short cut wakes.

So example wise you select the wormhole in Sol (just an example...) that's linked to Sag A* which would normally blow a neutron star for the energy requirement but since it's a wormhole the jump cost would be reduced to a fraction of let's say a 15 ly jump.

I really loved wormholes in Freelancer, especially finding them by simply trailing npcs which flew off the normal routes, always bound to get interesting.
Sigh, I miss that really, that one time where I discovered a wormhole in the badlands, the spooky damn dark dense asteroid field, just by stalking a smuggler, dat feeling.

E:D has some pretty cool and sometimes pretty spooky asteroid fields, but yeah, nothing in them aside rocks and buggers if you're near a RES.

I want signal sources in asteroid fields ;_;

*completely off topic by now*

Wormholes would solve nothing... After a while space around the wormhole ends would be same explored out regions as near the inhabited sector now. Unexplored space is the same everywhere. Doesnt matter if its 2000 Ly from sol or the other side of the galaxy.
 
Wormholes would solve nothing... After a while space around the wormhole ends would be same explored out regions as near the inhabited sector now. Unexplored space is the same everywhere. Doesnt matter if its 2000 Ly from sol or the other side of the galaxy.
It was more meant as a means to cut out some portion of the return route, and also to give something to seek out there. Aside money :p (if you make it back in one piece)
 
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