New FSD Jump Drive Idea

I have been thinking that the current model for Jumping to different systems doesn't make sense. For instance my Cobra has a Jump range of 25 light years, but cannot go any further than that, why, there seems to be no reasoning behind it, why can't I make a jump that uses up most of mu fuel to get somewhere.

My idea is to have a heat system in place. The further you go the hotter your drive gets. The current limit is the safe limit, if you go any further than that the heat rises and you risk damage to your FSD drive and other modules. Say for each LY further you go the hotter your FSD drive gets. Gives a reason why you can't have a jump that uses all of your fuel and make it a bit more realistic.

You may even have to disengage safety protocals to do it.

What do you guys and the devs think.
 
I see no issue with the current mechanics. Although an FSD Hyperspace Extender Module might be nice in the future to allow you to extend/improve your hyperspace jump range/efficiency.
 
I actually think that FSD range in general should be reduced. I'm probably the only thinking that... but hang on, let me plead for my case!
One of the difficulties of navigation as it was planned in the earlier stage of the game was jumping between ''islands'' and shifting your cargo to get just the right ranges to skip across ''islands'' and so on. These islands are still here, in game, but they're completely irrelevant to anyone but beginners, since an A-rated FSD always is enough to easily bridge the largest gaps in core space. Basically, what we're doing, is removing the considerations and difficulty of this from the game in general and just dumping it on the newbies. I think that this is unfair, and if achieving a high jump range (13 Ly or more) was really hard and required sacrifices, then it would still be something that could be done, but maybe something you would want to decide against. More considerations = Good!

I also find that it helps give a bit more structure to space. Some areas might have ''trading lanes'' that naturally arise from trade patterns, star positions and ship performance. This helps differentitate the world, create navigational variation, as well as leading to possible emergent developments (how would pirates react to the flow of ''trading lanes''?). That is a good thing!

It would probably make long-distance travel more time consuming... but I really don't see the problem. If you think just flying is boring, then crossing populated space will already be boring. With this implemented, it might take longer, but it's not going to be more boring. If you stay in the same region, then travel times aren't going to change that much.

How would these changes be implemented in a good way? I don't think just nerfing high-grade FSD's would be a good idea... if nothing else, I'm sure that it will lead to a lot of negativity. I think it is better to implement various types of FSD. For example, there could be an ''explorer's FSD'' with a large single-jump fuel capacity, but high energy consumption and low optimal mass. Military FSD's could have low fuel efficency, but good optimal mass for their size, so they work well with ships like Vipers and Eagles. There could be economic FSD's, and low-power FSd's, and quick-charging FSD's, and so on.

Maybe I'm just being nostalgic, but I remember back in Beta 1 where I was trying various methods to cross the gap to the Pi-Fang system in my Cobra III. After lots of desperate methods (including supercruising), I finally managed to empty my tank just the right amount to have the range to jump, but still the fuel to do it. It felt like a real accomplishment, and I could visit an entire new part of space i hadn't been in before. This just isn't here anymore. Now, whenever I want to go to a place, I just plot a course and jump there in a practically straight line.
 
Current FSD mechanics work fine.

I didn't say they didn't work, just a way to make it a bit more interesting, especially if you have a time sensitive mission, e.g. do I give up the mission or risk my FSD drive and whole heap of cash to repair it with a dangerous jump.

Sounds like a good fun choice to have.

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I see no issue with the current mechanics. Although an FSD Hyperspace Extender Module might be nice in the future to allow you to extend/improve your hyperspace jump range/efficiency.

The current mechanic wouldn't change, it would just be expanding it.
 
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