More Dynamic Hyperspace

Just a random idea that popped up during a recent discussion about a record breaking Hyperspace jump.

No matter what sort of stress we inflict on our poor FSDs, we still get a nice stable Hyperspace jump sequence.

Add New Elements to Hyperspace, Based On Various Criteria
Basically, depending on various things, add different effects to Hyperspace, such as varying levels of turbulence, sparks, noises such as creaking, groaning, thunderous entrance/exit from Hyperspace, and other visual effects such as distortions, and hue changes, and other visual anomalies such as motion blur, all harmless of course.

Maybe even speed up the animation, based in jump distance, to give the feeling of moar speed!, or something. (Seems as you cover various distances, in the same time). ??

Criteria
FSD Damage: The more damaged your FSD, the more turbulence you will receive, with the occasional spark, all scaling with damage.

FSD Synthesis: Each grade adds a bit of creaking and groaning to Hyperspace, as well as more turbulence, and a mild "boom" when entering or exiting Hyperspace.

FSD Boost: A white dwarf boost would add an audible "boom" to entry and exit from Hyperspace, which can be heard from both the CMDR(s) on board, and ships nearby. Creaking and groaning would be quite audible too, as well as some visual effects and moderate turbulence.
A neutron star boost, would be similar to the white dwarf, but even more pronounced, a loud boom on entry/exit, heavy turbulence, sparks, and lots of creaking and groaning from the hull.

All these can be combined too, so making a neutron star boost, with heavy damage would make for a very uncomfortable jump!
But like I said, it's all cosmetic, and harmless.

I left out Engineered FSDs from the list, because it's a permanent state, and thus would be used on every single jump, which would make the other effects less special.


Thoughts?

I'd love it, if it would be done without making Hyperspace take any longer.

CMDR Cosmic Spacehead
 
Just a random idea that popped up during a recent discussion about a record breaking Hyperspace jump.

No matter what sort of stress we inflict on our poor FSDs, we still get a nice stable Hyperspace jump sequence.

Add New Elements to Hyperspace, Based On Various Criteria
Basically, depending on various things, add different effects to Hyperspace, such as varying levels of turbulence, sparks, noises such as creaking, groaning, thunderous entrance/exit from Hyperspace, and other visual effects such as distortions, and hue changes, and other visual anomalies such as motion blur, all harmless of course.

Maybe even speed up the animation, based in jump distance, to give the feeling of moar speed!, or something. (Seems as you cover various distances, in the same time). ??

Criteria
FSD Damage: The more damaged your FSD, the more turbulence you will receive, with the occasional spark, all scaling with damage.

FSD Synthesis: Each grade adds a bit of creaking and groaning to Hyperspace, as well as more turbulence, and a mild "boom" when entering or exiting Hyperspace.

FSD Boost: A white dwarf boost would add an audible "boom" to entry and exit from Hyperspace, which can be heard from both the CMDR(s) on board, and ships nearby. Creaking and groaning would be quite audible too, as well as some visual effects and moderate turbulence.
A neutron star boost, would be similar to the white dwarf, but even more pronounced, a loud boom on entry/exit, heavy turbulence, sparks, and lots of creaking and groaning from the hull.

All these can be combined too, so making a neutron star boost, with heavy damage would make for a very uncomfortable jump!
But like I said, it's all cosmetic, and harmless.

I left out Engineered FSDs from the list, because it's a permanent state, and thus would be used on every single jump, which would make the other effects less special.


Thoughts?

I'd love it, if it would be done without making Hyperspace take any longer.

CMDR Cosmic Spacehead

I wish the camera suite worked during jumps... But I like the idea. Might freak passengers out though. "nah, nah it's fine!" *smacks a sparking console a couple times*
 
The first couple of times I saw the hyperspace sequence, I just about shat my pants, it was so amazing.

Now, I'm tired of seeing the same thing every single time.
 
Honestly, I'd rather they left well enough alone now that they have managed to get witchspace jumps down to 15 seconds (from 25+ for me in 2.2).

Since the animation is a loading screen, what you are suggesting would I presume mean that they'd have to make a selection of different animations that would then have to be selected based on the different criteria that you suggest. I can't see that making the transition more efficient in all honesty.
 
Honestly, I'd rather they left well enough alone now that they have managed to get witchspace jumps down to 15 seconds (from 25+ for me in 2.2).

Since the animation is a loading screen, what you are suggesting would I presume mean that they'd have to make a selection of different animations that would then have to be selected based on the different criteria that you suggest. I can't see that making the transition more efficient in all honesty.
I believe Hyperspace is randomised set of layers and effects.
So basically my idea adds a few more effects and layers. I doubt it would take any longer to complete a jump. Probably just increase the size of the game by a few megabytes. Lol

90% of your jumps would be bog standard anyway, it'll only change on damage, or if you boost it one way or the other.

Heck, I wouldn't even mind if they just spiced up the neutron/white dwarf boost jump animation, and left the ones out.

I watched the video of that record breaking jump, and while a cool achievement, the actual jump looked no different to any other jump, despite pushing the ship to its limits.
It was all a bit "meh". Lol
 
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