Nav Points should also be the Player Warp in Points.

It occurred to me today that while the Nav points maybe the warp in point for NPC's that it should be the same for Players too. You warp in wait for FSD coldown then have to fly to a HUd escape vector before you can spool up in SC. That make life more exciting especially in populated systems. Dodging pirates, cops, anyone else too! (Depending on system authority type!)

Brilliant idea! make the game 'truly dangerous' :D
 
It occurred to me today that while the Nav points maybe the warp in point for NPC's that it should be the same for Players too. You warp in wait for FSD coldown then have to fly to a HUd escape vector before you can spool up in SC. That make life more exciting especially in populated systems. Dodging pirates, cops, anyone else too! (Depending on system authority type!)

Brilliant idea! make the game 'truly dangerous' :D

Unless we have proper police force in high security systems (and I mean CondaS'n stuff), it'll just turn into a ganking fest.
 
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It occurred to me today that while the Nav points maybe the warp in point for NPC's that it should be the same for Players too. You warp in wait for FSD coldown then have to fly to a HUd escape vector before you can spool up in SC. That make life more exciting especially in populated systems. Dodging pirates, cops, anyone else too! (Depending on system authority type!)

Brilliant idea! make the game 'truly dangerous' :D

https://www.youtube.com/watch?v=tUyYace8318
 
It wouldn't fit in with the tech involved. The reason you end up at the star is because it's the largest body in the system. The nav beacon has no noticeable mass or gravity (it's technically a small satellite) and is useless while you're in the initial FSD jump, as you cannot establish comms with anything. The mass shadow of the star is what the FSD uses to assist in dropping you out of the jump and back into SC. Think of the Interdictor Cruisers in Star Wars, for example. They can drop you out of hyperspace because they create a gravity well that causes the hyperspace computer to revert to normal space, rather than risk plowing you into a star or other stellar body.

The beacons themselves seem to serve as a navigation aid prior to making the FSD jump, along with existing nav data in the FSD computer. For lack of a better description, they're like a GPS for the system. They most likely periodically send out position updates to some sort of network that provides adjustments for the FSD computer so you actually end up in the system you're jumping to, rather than being several degrees off course and missing the system entirely.

Some of that is speculation and/or educated guessing on my part, but seems to fit with what I've seen of the way the FSD works in the game, and how similar systems work in other games, movies, etc.. I wasn't able to find a lot of info on the beacons themselves to verify those impressions one way or the other, so don't take them as gospel. :D
 
Without resorting to the snarky nature of previous replies, stripped of their snark they are entirely correct. If players emerged from hyperspace at a predictable point in the system, that point would become a campable choke point, something that FD have repeatedly gone on record as saying they do not want in ED. You emerge from hyperspace at a point near the largest mass in the system. I believe it's where the vector from your departure point to the star you arrive at intersects the sphere a certain distance outside the "frameshift horizon" of that mass.
 
If it were up to me, there would be no nav beacon. We are able to lock on to systems without them just fine, so why the heck do they exist? =P

That being said, I understand that they could exist for HISTORICAL reasons - I know the older, slower drives from Frontier always dumped you right next to a beacon. However, I feel like they shouldn't really have any through traffic anymore, or should just be removed from our nav computers entirely.
 
They provide information about stations in the system. That's why you can always see the stations, even if you have no charts for whatever the station's orbiting. And it's why they never appear in systems with no stations.
 
I've discussed this before in other threads and made a similar one in the suggestions forum a long time ago.

Would make navbeacons a warzone, spawncamping: No.
Not to any greater degree than stations, or any place where players encounter eachother incidentally in normal flight. If these kinds of meetings leads to a slaughterfest, it is either because of a failure in how this system would be implemented, or it is because of a deeper failure in how players are led to interact with each other in the world.

For all random attempts at in-lore explanations using your cobbled-together thoughts on how you think the FSD works: Well, NPC's drop out at nav beacons. NPC's drop out at nav beacons and then leave for other systems. It appears to me, that at least currently, nav beacon serves as stopping points on shipping routes. You can explain away all you want, but NPC ships drop out at nav beacons from other systems, fly for a bit, and then jump on to another system.

For piracy at nav beacons: I think this should be a possibility, but not something greatly encouraged. The area of dropout would IMO be rather large (possibly also always a set distance from other ships), and of course, in civilized places, the nav beacons would be havily patrolled. Even naval patrols can't keep order at nav beacons? Then look: another failure that needs to be fixed. This feature is always doing things to help improve the game by highlighting the absurdities and problems.

I think you all can stop the ''Ermagerd is spawncamp like Eve'' argument now, unless you find a reason for why it would apply to anything other than the specific way you had in mind for how this feature would be implemented.

For the positives and game enrichments that would follow this feature: I think it would help with the pacing and feel of travel if there was a phase of normal flight between each jump.
It would obviously be an arena for ongoing events in the system: Activity at the nav beacon would mirror general goings-on in the system. It is a pretty handy way of making the player feel like there is actually stuff happening here outside the instances.
It could be a place for interaction with outposts, travelling merchants, dredgers, fuel stations, smugglers and mission contacts.
It would actually make travel through space where you are wanted a little bit dangerous.
 
Yeah, I was thinking that too, but then that would just slow down traveling even further and that's now what a lot of people would like.
 

Javert

Volunteer Moderator
This was discussed in a thread about Supercruise last week.

Actually the best idea we came up with was that the nav points should be moved to 20-30 km from the stations and they should be "rapid deceleration points". You can choose to cut your sc short by auto align and heading for the rdb at Max speed and drop out as an emergency drop (possibly with damage penalty). You drop out at the rdp. You then can mix it up with everyone and head to the station in normal flight. If you don't want to risk being attacked you can still fly to the station manually and drop out next to the no fire zone.

This achieves 3 objectives
- those people saying Supercruise deceleration phase is boring and they want shorter sc time and longer approach to station are happier
- illogical current existence of nav beacons only for NPC characters is solved but nav beacons still exist.
- those who like things as they are can still carry on doing exactly what they do today with no change.
 
This. Everyone else is missing the point entirely.

Yeah well, doesn't explain why NPC's drop in at nav beacons, fly around a little in sublight then jump out....completely illogical in the context of the travel rules FD have established for players.

Now if you had to go sublight, target and scan the beacon to get station info, at least that would provide some reason, however thin, for the traffic at beacons.
 
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Yeah well, doesn't explain why NPC's drop in at nav beacons, fly around a little in sublight then jump out....completely illogical in the context of the travel rules FD have established for players.

NPCs appear at nav beacons solely for the contrived purpose of players to be able to find them, scan them, and interact with them. That's it. Nav beacons are a space aquarium for us to play with.
 
So if you jumped in from a system that was positioned on the opposite side of the sun, would you fly right through it to reach the nav beacon? :p

I'm not really big on the idea of creating choke points like this (let's leave that to Eve Online); nor do I think we need anything further than already exists that would slow down travel.
 
I've discussed this before in other threads and made a similar one in the suggestions forum a long time ago.

Would make navbeacons a warzone, spawncamping: No.
Not to any greater degree than stations, or any place where players encounter eachother incidentally in normal flight. If these kinds of meetings leads to a slaughterfest, it is either because of a failure in how this system would be implemented, or it is because of a deeper failure in how players are led to interact with each other in the world.

For all random attempts at in-lore explanations using your cobbled-together thoughts on how you think the FSD works: Well, NPC's drop out at nav beacons. NPC's drop out at nav beacons and then leave for other systems. It appears to me, that at least currently, nav beacon serves as stopping points on shipping routes. You can explain away all you want, but NPC ships drop out at nav beacons from other systems, fly for a bit, and then jump on to another system.

For piracy at nav beacons: I think this should be a possibility, but not something greatly encouraged. The area of dropout would IMO be rather large (possibly also always a set distance from other ships), and of course, in civilized places, the nav beacons would be havily patrolled. Even naval patrols can't keep order at nav beacons? Then look: another failure that needs to be fixed. This feature is always doing things to help improve the game by highlighting the absurdities and problems.

I think you all can stop the ''Ermagerd is spawncamp like Eve'' argument now, unless you find a reason for why it would apply to anything other than the specific way you had in mind for how this feature would be implemented.

For the positives and game enrichments that would follow this feature: I think it would help with the pacing and feel of travel if there was a phase of normal flight between each jump.
It would obviously be an arena for ongoing events in the system: Activity at the nav beacon would mirror general goings-on in the system. It is a pretty handy way of making the player feel like there is actually stuff happening here outside the instances.
It could be a place for interaction with outposts, travelling merchants, dredgers, fuel stations, smugglers and mission contacts.
It would actually make travel through space where you are wanted a little bit dangerous.


You have hit the nail on the head completely. I wish I could rep you more.
 
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