So I had a thought in another thread, which is also based an old idea I had.
Navigation Beacons are one of those things in ED with very little in the way of purpose.
Sure, we can scan them for system data, or hang out and kill NPCs. But that's about it.
Why are NPC's even there for that long anyway?
This idea aims to make nav beacons make more sense, as well as more useful, with balanced risk/rewards. Additionally, they'd also make nav beacons choke points for PvP.
Firstly, Jump From Nav Beacon Directly To Another Nav Beacon (Interstellar Nav-Jumps)
A simple idea, is that when jumping from one nav beacon to another, you get a nice jump range/fuel economy bonus. (Maybe +50~% jump range)?
A map filter will allow you to set this to automatically lock navigation beacons instead of the star, so you can consecutively jump from nav beacon to nav beacon.
These jumps take you directly from normal space to hyperspace, and back to normal space at your destination beacon.
In order to perform a nav beacon jump, you need to stay within 10km of the beacon. Moving outside of the 10km range cancels the jump.
The downside is that navigation beacons aren't the most secure places, some are compromised, and would be extremely dangerous should you pass through with cargo. Normal beacons would also be dangerous for wanted criminals to pass through.
And remember FSD charging for hyperspace takes longer in normal space, so you'll spend longer at risk.
You can only do this from 'primary' nav beacons, which are the original ones at the primary star.
Next idea
Nav Beacon Jumps Within The Same System (Local Nav-Jumps)
Bit of a controversial topic, most will just see this as "easy mode fast travel avoiding all risk". I assure you, it's not. Far from it.
Basic idea is systems can have multiple navigation beacons, which you can jump to and from.
Performing an intra-system jump is a bit different to an interstellar jump.
While at a navigation beacon (within 10km, in normal space), you target your destination beacon, and hit the hyperspace jump button.
You'll charge up your FSD, and away you go.
Intra-system jumps require more time to calculate than regular jumps, so take longer to charge.
You can not just jump to a nav beacon from anywhere, this can only be performed from another nav beacon.
For intra-system jumps, your destination navigation beacon must not be obscured, so you need line of sight. This means, with orbits, some beacons can be rendered useless, potentially for years. Lol
However, systems can have multiple navigation beacons, laid out so you can make multiple indirect hops to reach a distant nav beacon that is obscured from your origin point, or at least get you closer.
Due to how navigation beacons work ,<insert science here>, they must be placed near massive objects. So no, you can't jump directly to a station. Pretty much just stars and, maybe gas giants.
The risks are similar to above, longer time spent in normal space, around potentially dangerous ships.
Fuel use for intra-system nav jumps is also fairly high, ultra long range jumps will likely not be possible without a dedicated ship.
Supercruise is far more economical, and safer, and you can find USSs along the way.
Explorers rejoice!
Scouting New Navigation Beacon Locations
Explorers and other folk can now use the new exploration tools (whatever they are) to find suitable new locations for navigation beacons. Once enough data is handed in, a faction may place one (probably every Thursday... Lol).
Contested Beacons
Nav beacons are essentially shipping lanes, and thus, will be fought over for control.
Beacons are individually controlled by minor factions, and may impose various taxes for use, or other rules, such as submit to scan before continuing, pirate factions are more likely to have compromised nav beacons.
Local security will enforce their laws. Taxes are deducted automatically on-jump, if you must submit to a scan, you can not perform a nav jump until scanned by the controlling factions ships.
Wars will be fought at nav beacons, to gain control, so systems at war will have military ships fighting around the beacons.
Data is required to seize control of a nav beacon, to get the data you must use your data link scanner on it, and hand over the data to the appropriate faction.
However, the act of data link scanning a beacon is illegal so the controlling faction will attack you to prevent the data getting out, and lock you out of Nav-Jumping. (You can still supercruise).
The data is of no use if the beacon isn't contested, but it's still illegal to scan.
Passive Scanning the beacon normally works as is, to reveal the system map.
The balance to this is some kinda of data Vs ships destroyed thingie. It all feeds in to the BGS to determine the controller of the beacon. (I don't know enough about the BGS.. Help?!) Lol.
And thats it so far. Long read. Probably too controversial. But hey ho.
Thoughts?
CMDR Cosmic Spacehead
Navigation Beacons are one of those things in ED with very little in the way of purpose.
Sure, we can scan them for system data, or hang out and kill NPCs. But that's about it.
Why are NPC's even there for that long anyway?
This idea aims to make nav beacons make more sense, as well as more useful, with balanced risk/rewards. Additionally, they'd also make nav beacons choke points for PvP.
Firstly, Jump From Nav Beacon Directly To Another Nav Beacon (Interstellar Nav-Jumps)
A simple idea, is that when jumping from one nav beacon to another, you get a nice jump range/fuel economy bonus. (Maybe +50~% jump range)?
A map filter will allow you to set this to automatically lock navigation beacons instead of the star, so you can consecutively jump from nav beacon to nav beacon.
These jumps take you directly from normal space to hyperspace, and back to normal space at your destination beacon.
In order to perform a nav beacon jump, you need to stay within 10km of the beacon. Moving outside of the 10km range cancels the jump.
The downside is that navigation beacons aren't the most secure places, some are compromised, and would be extremely dangerous should you pass through with cargo. Normal beacons would also be dangerous for wanted criminals to pass through.
And remember FSD charging for hyperspace takes longer in normal space, so you'll spend longer at risk.
You can only do this from 'primary' nav beacons, which are the original ones at the primary star.
Next idea
Nav Beacon Jumps Within The Same System (Local Nav-Jumps)
Bit of a controversial topic, most will just see this as "easy mode fast travel avoiding all risk". I assure you, it's not. Far from it.
Basic idea is systems can have multiple navigation beacons, which you can jump to and from.
Performing an intra-system jump is a bit different to an interstellar jump.
While at a navigation beacon (within 10km, in normal space), you target your destination beacon, and hit the hyperspace jump button.
You'll charge up your FSD, and away you go.
Intra-system jumps require more time to calculate than regular jumps, so take longer to charge.
You can not just jump to a nav beacon from anywhere, this can only be performed from another nav beacon.
For intra-system jumps, your destination navigation beacon must not be obscured, so you need line of sight. This means, with orbits, some beacons can be rendered useless, potentially for years. Lol
However, systems can have multiple navigation beacons, laid out so you can make multiple indirect hops to reach a distant nav beacon that is obscured from your origin point, or at least get you closer.
Due to how navigation beacons work ,<insert science here>, they must be placed near massive objects. So no, you can't jump directly to a station. Pretty much just stars and, maybe gas giants.
The risks are similar to above, longer time spent in normal space, around potentially dangerous ships.
Fuel use for intra-system nav jumps is also fairly high, ultra long range jumps will likely not be possible without a dedicated ship.
Supercruise is far more economical, and safer, and you can find USSs along the way.
Explorers rejoice!
Scouting New Navigation Beacon Locations
Explorers and other folk can now use the new exploration tools (whatever they are) to find suitable new locations for navigation beacons. Once enough data is handed in, a faction may place one (probably every Thursday... Lol).
Contested Beacons
Nav beacons are essentially shipping lanes, and thus, will be fought over for control.
Beacons are individually controlled by minor factions, and may impose various taxes for use, or other rules, such as submit to scan before continuing, pirate factions are more likely to have compromised nav beacons.
Local security will enforce their laws. Taxes are deducted automatically on-jump, if you must submit to a scan, you can not perform a nav jump until scanned by the controlling factions ships.
Wars will be fought at nav beacons, to gain control, so systems at war will have military ships fighting around the beacons.
Data is required to seize control of a nav beacon, to get the data you must use your data link scanner on it, and hand over the data to the appropriate faction.
However, the act of data link scanning a beacon is illegal so the controlling faction will attack you to prevent the data getting out, and lock you out of Nav-Jumping. (You can still supercruise).
The data is of no use if the beacon isn't contested, but it's still illegal to scan.
Passive Scanning the beacon normally works as is, to reveal the system map.
The balance to this is some kinda of data Vs ships destroyed thingie. It all feeds in to the BGS to determine the controller of the beacon. (I don't know enough about the BGS.. Help?!) Lol.
And thats it so far. Long read. Probably too controversial. But hey ho.
Thoughts?
CMDR Cosmic Spacehead