Navigation Beacons And "Nav-Jumps"

I've always thought it would be an interesting mechanic if a pirate could deploy his own Nav beacon to pull people in with it creates a bubble of 10-15 ly any ship jumping to any of the systems in that little bubble ends up there instead
 
I've always thought it would be an interesting mechanic if a pirate could deploy his own Nav beacon to pull people in with it creates a bubble of 10-15 ly any ship jumping to any of the systems in that little bubble ends up there instead

An interesting idea.
Would need some form of warning and an escape mechanic to pull off.

Otherwise it'd just confuse the crap out of the victims... Lol

Doesn't have to be a 10-15ly bubble either, it could just work in-system. Instead of dropping to supercruise from hyperspace, you drop directly to normal space at a dummy nav beacon...?
(After an FSD anomaly warning)
Set one up in a CG system (1 per system), and wait. Lol
Of course, setting one up would be highly illegal, and an instant bounty if you deploy it in low-high security system.

Unfortunately it'd probably just be used to troll players rather than for piracy. Can't think of a way to make it work for just piracy alone.

CMDR Cosmic Spacehead
 
I thought more along the lines that you set it up in neighbouring system to the CG and everyone who thinks they are going there end up in wrong system down to pirates to interdict before they jump back out you could apply rules like the victim must have enough fuel to jump out or they are excempt
 
I'm against the idea of a 'fast travel' method in the game. I also don't see nav beacons as boring or under used, they perform a functional purpose which is to give you data about a system you might not otherwise have. They can be very very useful.

The idea of in system jumps between Nav beacons is to me just a fast travel game mechanic. The lore is that the FSD uses the mass in a gravity well to distort and fold space to make a jump. That's why all jumps are the same time regardless of jump distance and why your jump always ends at the system star. It is the gravity of the star that pulls you out of jump - nothing to do with the nav beacon. There are no nav beacons out in uninhabited space beyond the bubble. It is also why gravity interferes with supercruise speeds and passing close to bodies with gravity slow you down significantly. I can imagine an argument for allowing FSD jumps between significantly massive stellar bodies in a system, but not between man made beacons. It wouldn't get my vote though.

The idea of the nav beacon being an asset that can be fought over, compromised etc is interesting. But you'd need a big change in security service game mechanics and PvE combat, because it would be incredibly simple for players to jump into a system destroy the beacon and leave. Right now there are groups players who sit at nav beacons in high security systems, with billions of population, even superpower capital systems and gank everything coming in and the Security does nothing - that just ridiculous.
 
OP. I like your thinking on this, it would give nav beacons some added purpose, using them as extra navigational aids. Also, nav beacons stragetic value so they are miliatry objectives is a nice idea. System nav beacons at only gas giants would be a fair comprimise, (science bit) there needs to be a gravity threshold for the nav beacon to work. More than one nav beacon should orbit around stars and gas giants so there is always one available, this would mean the beacons would only be unavaible if you were on the wrong side of a celestial body.

I not quite following how faction interaction would work here though. Would it not make sense for the controlling faction to be responcible for all the nav beacons, in a system?
What happens if they get physically attacked, damaged or destroyed, how would you deal with that scenario?
 

rootsrat

Volunteer Moderator
Very well presented set of ideas. While I am opposed to "fast travel" in general, the suggestions in the OP make sense and would add an additional layer of depth to the gameplay. Please consider this FDEV! :)
 
NAV beacon's had a deffinate purpose prior to the introduction of the ADS. The basic difference is, if one is just passing through a system in route to another, then honking the ADS gather's data which can be utilized by both the player if needed, and then sold for a nice little sum. While scnning the NAV beacon use to be the only way to aquire data, the ADS does it faster. HOWEVER: An ADS though will generally only include a few objects spelled out entirely, and the rest will be listed as Unknowing objects. Scanning a NAV beacon will give on a more spelled out list of the various objects in a system. Thus if I'm just passing through, I only honk using my ADS. If I have offical bussiness in a system, I'll honk and scan the beacon. Becasue though I can with experince determine the data from the ADS, the data from the NAV beacon is more discriptive. Thus the NAV beacon thought slightly antiquated, still has a valuable place in the game. And as any body who's ever gone outside the bubble can attest, NAV beacons are only in occupied space. And even then, they are not in every single system in the bubble. I've personally, come accross a system or two, that didn't have one. And outside the bubble, there isn't any.
 
Absolutely, make nav beacons great (again)! This is mostly a good idea that increases the chance of players (and NPCs) bumping into each others and probably makes piracy a bit more viable career choice.
 
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