Navigating aroung LARGE solar systems

Here's an alternative to SuperCruising around LARGE systems to get to secondary Stars. Take Alpha Centauri for example. Nav Beacon to Centauri Prime is .22 LY--yes not LS. That's over an hour straight line in SuperCruise. So, at 3am i'm thinking I'm NEVER going to go there.

2 suggestions that might be work.

1: Personal Nav Beacons: Buy your own personally coded nav beacons as cargo. Travel at least the First Time to said distant Star and do a detailed scan, drop your own nav beacon within fuel scoop range and go have a beer at the station. Next time you come back you pop into the Public Nav Beacon. Take a fix on your personal Nav Beacon at the other Star in the system that you want to get to without spending all night n the cockpit, and have a mini jump to get there. Mini Jumps would be limited to say-- no less than 100,000LS

2: Pick-up elements on Planetary surfaces or asteroid fields found around the suns so you can create a fuel blend that will allow either a mini jump, or much faster acceleration in SuperCruise.

Thoughts?
 
Yes please. When I'm exploring, I'm fine with supercruising such distances, but when I have a mission or trade, distances like this make me avoid those locations whatsoever. Sorry, I don't have all night for getting from point A to point B....
 
This is not what nav beacons do.

If it's too far for you, then it's too far for you. You shouldn't get a shortcut to it just because you don't wanna put in the effort to go there. An entire CG was made around the .22ly journey and that was one of the most memorable CGs we've had, if you ask a lot of people. All kinds of neat things happened.

Yeah, an hour of traveling is silly in majority of cases. But I don't see 'make a way to skip it' being a reasonable solution. That just reeks of WANT WANT WANT.
 
But there's no logical reason why you should be restricted to jumping into any one particular star in a given system if there are multiple stars there, especially if you have already done a detailed scan on the other Stars in the system. You would initially be requires to travel there straight and do a detailed scan on the other system. this is similar to the requirement where you have to conduct a detailed scan of a planet before you can land on it. Another similarity would be the ability to create FSD fuel mixtures that extend your FSD range. If I've explored the entire system and been there then that should provide sufficient navigational information to enable a direct OR indirect jump to that star rather than having to there everytime. Like DHMeyer said.. I will simply completely avoid that trip. I don't terribly mind traveling 100,00-300,000LS between them, but spending an hour or more in Super Cruise just to get to a station at another star in the same system is a bit extreme. Personally, I prefer to conduct a detailed scan of every body in each system I visit.

As far as Bounty hunter and Pirates goes.. I've never seen or been interdicted by a ship chasing me down in Deep space. they hang mostly around the nav beacons and catch you there.
 
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Oh look, it's another quick travel thread. Knock it off and just don't go there if you don't want to spend the time.
 
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Oh look, it's another quick travel thread. Knock it off and just don't go there if you don't want to spend the time.

I'd say the better solution would be for players to be able to go there quickly and for the player who doesn't want to go to various locations quickly, just not use the feature of jumping to different stars within a system. Because it's a feature that's needed. What the OP suggested is a pretty good solution as it requires the player to travel to the other star first, which is a reasonable prerequisite. If this requires surface scans of the other star, it also makes sense. The whole thing requires some initial effort from the player in order to be able to cut the journey short in the future.
This solution is also quite an impressive compromise on the players' side, considering the existing mechanics, considering the gameplay balance and the game lore. Personally I'd rather Frontier went for a Supercruise Boost, making you effectively jump between the planets and stations. This would speed up the gameplay pace and that's something Elite could use.

As for knocking it off, that makes that 100k Ls + starport unlikely and unsustainable. Considering the cost of establishing something like this, nobody would build a station in such locations unless it was able to be self sufficient or unless there was something immensely valuable in the area that would be a really good incentive for traders to go there. Is that station selling Painite, Osmium or Platinium? If no, they better have diamonds the size of human's head, otherwise they are going to starve. Simple as that. So far none of these location has anything that would justify their existence.
When I look at the bulletin boards in systems I hang out in currently, each of them has some missions to a certain outpost in the middle of nowhere (150k Ls or so), in a multiple star system. I made a mistake of taking such a mission once and went to the place. Since then I just look in disbelief at those missions. 50k for going there? Go stuff yourself, dear local faction.

So yes, these get knocked off by players. Did you know some stations were removed by Frontier in the past because they were unused? So yeah, they took knocking it off approach as well. At this rate we'll end up with space being even more empty it is now. The truth is, Elite is always going to have vast distances and a lot of empty space in inhabited systems. I understand the space is big and they wanted to convey this message, but the way they chose to do so is an overkill. You just need to open the galaxy map and pick a random destination somewhere on the other end to get this message and get the sense of scale in Elite.
They will never be able to fill even the bubble with objects players would find interesting enough to visit frequently, except for the exploration. You need to give players reasons to go to remote locations (and I'm talking 10mil credits kind of reasons here) or you need to compress the space by cutting travel time down.

They added a lot of content and it's a good content, but so far it didn't change the general impression of the game. It feels as empty, as ever. This is one of the things that make reviewers say Elite is empty and with shallow gameplay. The truth is, gameplay in Elite is not more shallow than in many other games, but the sheer amount of time it takes to get to nowhere in order to perform a simple and basic task magnifies this impression. Another way of changing this impression would be to have the space busy with player activity, but for this we still didn't get even basic multiplayer tools.
They had it easy so far, but their free ride is going to end later this year. So it would be better if they prepare Elite for competition whilst they still have time.
 
This is not what nav beacons do.

If it's too far for you, then it's too far for you. You shouldn't get a shortcut to it just because you don't wanna put in the effort to go there. An entire CG was made around the .22ly journey and that was one of the most memorable CGs we've had, if you ask a lot of people. All kinds of neat things happened.

Yeah, an hour of traveling is silly in majority of cases. But I don't see 'make a way to skip it' being a reasonable solution. That just reeks of WANT WANT WANT.

Exactly this. It seems to be in modern games that players expect every last bit of content dropped in their laps for them. I can't remember the last game I played that I had to put genuine effort/skill in to get something, because the moment it comes up people whine.
 
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I can't remember the last game I played that I had to put genuine effort/skill in to get something, because the moment it comes up people whine.
I started playing Bloodborne, and while I suck at it to the point of having my behind handed to me by the first (and optional) boss, it's so refreshing to have a game that doesn't mollycoddle players. Life sucks? Deal with it or leave. I'd really like to see more games adopting a firm stance on gating some optional (and that's the operative word here: you don't have to reach far-out stuff in E:⁠D) content behind skill or effort barriers for those who really want to take some pride in having gone there, even if it's just the right to brag about having cleaned your entire office twice just to be able to buy some in-game mugs.

I went to Hutton. My taxes are done!
 
It would also ruin Pirate, and Bounty Hunters attack as well.

Apparently piracy and bounty hunting are dead? At least judging by posts on this forum. PVE piracy is not very profitable (and by the way, for PVE nothing has to change, NPCs can still go from the main system's sun all the way however far the outpost is) PVP piracy suffers from noticeable lack of players to ambush. Speed the players get to the locations they need to be in order to mine, trade or complete missions, has nothing to do with balancing piracy and bounty hunting. If the piracy and bounty hunting consists of sitting there by the nav beacon and waiting until something finally comes through and has cargo worthy the pirate's time seems to be more of a punishment for the pirate than an entertaining gameplay. Kind of similar to watching paint dry...

If you want piracy to survive as one of the viable options, you need to give the pirates an opportunity to obtain detailed intel directing them to the exact spot they can expect something valuable. For example in a form of corrupt clerks in starports selling info about ships, their cargo and the route they take. So a pirate can wait not at a nav beacon of the destination system, but by the startport the trader is going to. No pirate in real world was sailing the high seas in hope of catching something. They were waiting by the frequented trade routes, in places they knew they are going to get some valuable vessel and not too far away from the ports. There are ways of predicting where to expect something in Elite, but these are not ingame options and tools. As for the bounty hunting, you have pretty precise spots where to look for NPCs with a bounty on them. You can also honey trap wanted NPCs. You can also go to busy places and look for them. As for PVP bounty hunting, good luck finding a player to scan...

If players are able to get quicker to the locations they need to be at, nothing's going to change for the pirates or bounty hunters for as long as NPCs are not using this functionality and there is no reason for them to use it.

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I started playing Bloodborne, and while I suck at it to the point of having my behind handed to me by the first (and optional) boss, it's so refreshing to have a game that doesn't mollycoddle players. Life sucks? Deal with it or leave. I'd really like to see more games adopting a firm stance on gating some optional (and that's the operative word here: you don't have to reach far-out stuff in E:⁠D) content behind skill or effort barriers for those who really want to take some pride in having gone there, even if it's just the right to brag about having cleaned your entire office twice just to be able to buy some in-game mugs.

I went to Hutton. My taxes are done!

I've been to Hutton Orbital several times. And other distant locations as well. Was it worth my time? Definitely not.
 

Lestat

Banned
Apparently piracy and bounty hunting are dead? At least judging by posts on this forum. PVE piracy is not very profitable (and by the way, for PVE nothing has to change, NPCs can still go from the main system's sun all the way however far the outpost is) PVP piracy suffers from noticeable lack of players to ambush. Speed the players get to the locations they need to be in order to mine, trade or complete missions, has nothing to do with balancing piracy and bounty hunting. If the piracy and bounty hunting consists of sitting there by the nav beacon and waiting until something finally comes through and has cargo worthy the pirate's time seems to be more of a punishment for the pirate than an entertaining gameplay. Kind of similar to watching paint dry...

If you want piracy to survive as one of the viable options, you need to give the pirates an opportunity to obtain detailed intel directing them to the exact spot they can expect something valuable. For example in a form of corrupt clerks in starports selling info about ships, their cargo and the route they take. So a pirate can wait not at a nav beacon of the destination system, but by the startport the trader is going to. No pirate in real world was sailing the high seas in hope of catching something. They were waiting by the frequented trade routes, in places they knew they are going to get some valuable vessel and not too far away from the ports. There are ways of predicting where to expect something in Elite, but these are not ingame options and tools. As for the bounty hunting, you have pretty precise spots where to look for NPCs with a bounty on them. You can also honey trap wanted NPCs. You can also go to busy places and look for them. As for PVP bounty hunting, good luck finding a player to scan...

If players are able to get quicker to the locations they need to be at, nothing's going to change for the pirates or bounty hunters for as long as NPCs are not using this functionality and there is no reason for them to use it.
This idea would make it worse. Let take a wing of Pirates or Bounty hunter. Drop a few at a station and a few at the star. You could have a trap.
 
This idea would make it worse. Let take a wing of Pirates or Bounty hunter. Drop a few at a station and a few at the star. You could have a trap.

You can still have a trap. If they are hunting a trader, with a wing you can cover 4 points in the system, surely a combat rigged ship can take down a trader?
Can't talk about the player pirates, but NPC ones seem to be opportunists. They see a ship that may carry something valuable, they attack it. They don't seem to be following the player on purpose, it's a chance encounter.
 
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