In 1984 you'd make a hyperspace jump and if you chose your system poorly (well?) you'd be instantly in the sights of waiting pirates, looking to make a quick buck off traders.
Id ED, you jump to any system you like without thought, the only risk is you get a bit of a bite from a neutron star or surprise binary pair - rarely worth checking for.
I suggest, we make Nav Beacons count: for systems where they exist, you drop in at the nav-beacon, just as the NPCs seem to do and it seems the game was originally geared for.
You've got a chance that the nav-beacon will be on the right side of the star for your next jump, where currently it's almost always at the back. For trips into the system, it's a short switch to super-cruise, for jumps out of the system, the charge time doesn't change. Although potentially removing/adjusting how cooldown works when going from high to low so you can carry your speed through say, quiet nav beacons without having to wait to cool down.
For buckyballing there isn't much change. Systems without nav-beacons you still drop as you do currently, somewhere in SC. This should mean little to no change to exploring, and still allows for quick travelling through the bubble with the right course filters applied.
But when having to get to a station, potentially with cargo, it allows pirates and humans alike to have a focus point to lay in wait. Don't want to risk it? Go through high-security systems where the cops have a high presence in the navbeacons and pirates don't spawn much if at all.
Compromised nav beacons suddenly become a threat, not just an alternative to a HazRES farm.
Id ED, you jump to any system you like without thought, the only risk is you get a bit of a bite from a neutron star or surprise binary pair - rarely worth checking for.
I suggest, we make Nav Beacons count: for systems where they exist, you drop in at the nav-beacon, just as the NPCs seem to do and it seems the game was originally geared for.
You've got a chance that the nav-beacon will be on the right side of the star for your next jump, where currently it's almost always at the back. For trips into the system, it's a short switch to super-cruise, for jumps out of the system, the charge time doesn't change. Although potentially removing/adjusting how cooldown works when going from high to low so you can carry your speed through say, quiet nav beacons without having to wait to cool down.
For buckyballing there isn't much change. Systems without nav-beacons you still drop as you do currently, somewhere in SC. This should mean little to no change to exploring, and still allows for quick travelling through the bubble with the right course filters applied.
But when having to get to a station, potentially with cargo, it allows pirates and humans alike to have a focus point to lay in wait. Don't want to risk it? Go through high-security systems where the cops have a high presence in the navbeacons and pirates don't spawn much if at all.
Compromised nav beacons suddenly become a threat, not just an alternative to a HazRES farm.