NEW WAY hyperspace routes can work, hear me out. [EXPRESS JUMPS]

Hello commanders, and devs

If this has already been mentioned, then sorry that im late to the party.

When we see an unexplored system, we cannot view the system map. we have to manually set a course (or route) to get there. then we scan it and boom all the system data is there now for you to view.

Now what if you could also save the ROUTE Data on how you got there so you don't have to keep Adjusting your ship to aim at the next jump point? what i am saying is what if you could make a multi system jump based on your data of the area and you can set up way points to the amount of Fuel you can use to make the jump. granted at first it will be the way of having to jump, exit, readjust, jump.

For Example i have a 32 tonne tank and i fly an ASP Explorer with a 31.78 LY Jump range at full tank (I am in the exploration business)
i can make at least 6-7 jumps before having to refuel at a star. if i have saved route data why not have the option in the Cartographics saying "Use Route previously discovered" it can go something like this

-Plot a route you previously discovered of your desired choice (minimum 1LY maximum 999LY)
-Enter hyperspace
-Remain in hyperspace (Not supercruise) with an ETA Timer to the system your fuel tank can maximum carry you
-While in hyperspace you can see that you are passing a current system way pointed in the route, can choose to exit hyperspace or keep going.
-Exit hyperspace with some fuel still left to refuel at the star

and there you have it. i covered maybe 6 systems and i exit on the 7th system without having to readjust and charge again and have a tiny bit of fuel left to refuel

If you wanna make it more interesting maybe in future updates you can sell hyperspace route data to real players and they will also be able to travel on the trail you blazed, to see the places you discovered

now i know what your thinking "What if it exits me on an unscoopable star" well that's where you can check to see if the last point on the solid line of the route has a scoopable star or maybe when you select all the scoopable stars from the map option in Cartographics. have the nav computer plot course so you only hit those stars on your journey.

well? has this been discussed already? im interested to hear back from anyone who shares this idea.
 
I actually like this. If I have a tank that can stretch X amount of light years, I want to be able to jump those light years, especially if it's a well traveled route that I know and I travel often.
 
I like this idea. Its not cheating; its not an exploit. All you are doing is following a "hyperspace route". I recently tried Exploration myself - went out 5000LY - and my god is the travel portion boring. I am in support of anything that will decrease the number of times I have to listen to "Frame Shift Drive Charging" and watching that loading screen.

Consider: Travel from place to place has never been a fun part of space games. So why in this era can we not finally address this problem?
 
I think you should take some time to tweak this idea. There is currently a debate going on regarding an autopilot feature as some folk wish to have the ability and time to perform other menu tasks and such, whilst on the way to their destinations and the current jump method doesn't really allow for that; not efficiently anyway.

You have a solid concept here that would go a long way to appease that group, the caveat being that the hyperspace journey would need to allow the use of menus- the current hyperspace transition is merely a load screen disallowing the actual use of menus.

There is also the fact that the 'single' jump mechanism you propose would allow for, say, robigo runs to be completed with a fraction of the hassle from cops and pirates. Some would say a good thing, but apparently FD want those runs to be very, very hard. Which is fair enough I suppose :D Secondly, in this scenario, the 4 cops for the 4 missions you stacked, instead of appearing in separate systems would all spawn in the last system you drop into (provided I understand the mission/spawn mechanics correctly), making for a complete nightmare in avoiding a scan. Potentially.

I think if you consider and cover for eventualities like this and produce a more concise post detailing in some depth how you think the mechanics should work and how to implement them when considering the effect on the game as a whole, you will have a potentially great solution to the desired 'autopilot' feature requested in other threads.

And who said being a dev was easy...? :p

+1 rep for you CMDR
 
Its an interesting idea, though I am sure it would bring up a bit of issues, I mean how would pirates waylay people if a proper crime and punishment system made it so that they couldn't really lurk in high security systems?
Traders would be able to do massive jumps and easily avoid them?

Right now the FSD needs cooldown, would there be a disadvantage to running it for that long and far?
 
Its an interesting idea, though I am sure it would bring up a bit of issues, I mean how would pirates waylay people if a proper crime and punishment system made it so that they couldn't really lurk in high security systems?
Traders would be able to do massive jumps and easily avoid them?

Right now the FSD needs cooldown, would there be a disadvantage to running it for that long and far?


The ability to throw a web across high energy jump space to interdict travelers?
 
Its an interesting idea, though I am sure it would bring up a bit of issues, I mean how would pirates waylay people if a proper crime and punishment system made it so that they couldn't really lurk in high security systems?
Traders would be able to do massive jumps and easily avoid them?

Right now the FSD needs cooldown, would there be a disadvantage to running it for that long and far?

Maybe it can cool down the way it normally cools down if you lose an interdiction and forced out of Supercruise or fly to close to a planet's gravity well...

With normal jumping the Cooldown is faster but if you wanna do it like my idea maybe have that type of cool down. make sure no one is after you :D
 
I would limit this to the following:

-Only when mapping through discovered star systems (safe navigation route)

-Only through systems with a Nav Beacon (making them useful)

It would speed up the RETURN trip for explorers at least and keep movement a bit faster within the bubble.

I would even set a bonus to fuel cost when used with nav beacons to keep it a little different.
 
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Hello commanders, and devs

If this has already been mentioned, then sorry that im late to the party.

When we see an unexplored system, we cannot view the system map. we have to manually set a course (or route) to get there. then we scan it and boom all the system data is there now for you to view.

Now what if you could also save the ROUTE Data on how you got there so you don't have to keep Adjusting your ship to aim at the next jump point? what i am saying is what if you could make a multi system jump based on your data of the area and you can set up way points to the amount of Fuel you can use to make the jump. granted at first it will be the way of having to jump, exit, readjust, jump.

For Example i have a 32 tonne tank and i fly an ASP Explorer with a 31.78 LY Jump range at full tank (I am in the exploration business)
i can make at least 6-7 jumps before having to refuel at a star. if i have saved route data why not have the option in the Cartographics saying "Use Route previously discovered" it can go something like this

-Plot a route you previously discovered of your desired choice (minimum 1LY maximum 999LY)
-Enter hyperspace
-Remain in hyperspace (Not supercruise) with an ETA Timer to the system your fuel tank can maximum carry you
-While in hyperspace you can see that you are passing a current system way pointed in the route, can choose to exit hyperspace or keep going.
-Exit hyperspace with some fuel still left to refuel at the star

and there you have it. i covered maybe 6 systems and i exit on the 7th system without having to readjust and charge again and have a tiny bit of fuel left to refuel

If you wanna make it more interesting maybe in future updates you can sell hyperspace route data to real players and they will also be able to travel on the trail you blazed, to see the places you discovered

now i know what your thinking "What if it exits me on an unscoopable star" well that's where you can check to see if the last point on the solid line of the route has a scoopable star or maybe when you select all the scoopable stars from the map option in Cartographics. have the nav computer plot course so you only hit those stars on your journey.

well? has this been discussed already? im interested to hear back from anyone who shares this idea.
Greetings commander, I really like this suggestion, however if I may I would like to suggest a few amendments.
1) the idea of being able to monitor the progress whilst in hyperspace and select when to Exit at will, would fundamentally change the nature of the hyperspace screen, which is a load screen. I don't believe that this would be possible.
2) in the interests of Balance™ I suggest there be a limit to the amount of Express routes any profile could have I would suggest 10.
3) the ability to plot waypoints along route would be the responsibility of the pilot if you were merge at an un scoopable star then you would need to call the fuel rats.

There is also the fact that the 'single' jump mechanism you propose would allow for, say, robigo runs to be completed with a fraction of the hassle from cops and pirates. Some would say a good thing, but apparently FD want those runs to be very, very hard. Which is fair enough I suppose :D Secondly, in this scenario, the 4 cops for the 4 missions you stacked, instead of appearing in separate systems would all spawn in the last system you drop into (provided I understand the mission/spawn mechanics correctly), making for a complete nightmare in avoiding a scan. Potentially.

There is an easy solution to this, firstly make robigo runs longer say 600 light years meaning you would have to have more way points to refuel, secondly make Express travel less fuel efficient so to cause more waypoints to be necessary.
Besides most people stack heavily the robigo runs, so that when they finally reach the destination they still have quite a few jumps to go through all of their deliveries this is usually where they get interdicted, it would also make more sense since you are then in Highly populated space and this is naturally where you would find authority craft.
I hope these amendments meet with your approval.
Peace!
 
There is an easy solution to this, firstly make robigo runs longer say 600 light years meaning you would have to have more way points to refue.

What, you suggest that we MOVE a star system.

With a 32 tonne tank you can travel about 500 LY on economic route so range is irrelevant. It's about 75 jumps from founders world to Maia one one tank with an AspX.

Range is not the issue.
 
OP>
Definitely hear you, and understand where you're coming from and technically, I see no reason why it couldn't be done.
In this case, I'm going to say no, but please let me explain why. Several reasons:
- A lot of required activities within Elite are manual. e.g. putting down landing gear. There's no reason why gear shouldn't auto-deploy. My belief is that FD have done so to increase interaction levels between the CMDR and game, very much like a flight sim. I personally think that this "unnecessary" interaction is a good thing as for me it ups my involvement in the game, and I feel like less of a passenger. I see the automation of flight as no different
- We're expecting FD to introduce a hostile alien race. If you introduce the opportunity for "auto-pilot" hyperspace jumps with no downtime, or chance to interdict, it makes defense of systems virtually impossible. For example, stuff my Asp full of fuel, and it has a range of well over 300LY, which is a massive reach. From a "game" perspective, do we want either humans or the aliens to be able to strike so deeply behind the "frontlines" with virtually no ability to stop the enemy? My personal view is that it would be a more interesting scenario if it were possible to blockade nav points and routes to deny the enemy a route in, and via versa, to force humans to have to go via strong points, rather than just jump straight over them.

What do you think?
 
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Although your idea seems quite nice, what happens inside the bubble? I mean, stops on other systems beside your final destination are the only way to mount ambushes on a trade route, for example. Plus, what about the Wake scanner? You plot a route of 4 jumps, the wake left will be for 4 jumps and you quit after your second jump. Bang.. Scanner busted. Any workarounds around this that I can currently see, only make the wake system (already slow and prone to targeting confusions) more unpleasant.
 
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What, you suggest that we MOVE a star system.

With a 32 tonne tank you can travel about 500 LY on economic route so range is irrelevant. It's about 75 jumps from founders world to Maia one one tank with an AspX.

Range is not the issue.

Could you please share your build?!

Going by Coriolis (I can't get on ed at the mo) even if you optimise and then strip an asp x bare (no cargo weapons or utility) the max range is 244.63ly with 7 jumps, if you fill it to the brim with fuel tanks you can get 984.2ly, but that's still only 32jumps.
As for moving the system, I only meant change the mission distances.
Although

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OP>
Definitely hear you, and understand where you're coming from and technically, I see no reason why it couldn't be done.
In this case, I'm going to say no, but please let me explain why. Several reasons:
- A lot of required activities within Elite are manual. e.g. putting down landing gear. There's no reason why gear shouldn't auto-deploy. My belief is that FD have done so to increase interaction levels between the CMDR and game, very much like a flight sim. I personally think that this "unnecessary" interaction is a good thing as for me it ups my involvement in the game, and I feel like less of a passenger. I see the automation of flight as no different
- We're expecting FD to introduce a hostile alien race. If you introduce the opportunity for "auto-pilot" hyperspace jumps with no downtime, or chance to interdict, it makes defense of systems virtually impossible. For example, stuff my Asp full of fuel, and it has a range of well over 300LY, which is a massive reach. From a "game" perspective, do we want either humans or the aliens to be able to strike so deeply behind the "frontlines" with virtually no ability to stop the enemy? My personal view is that it would be a more interesting scenario if it were possible to blockade nav points and routes to deny the enemy a route in, and via versa, to force humans to have to go via strong points, rather than just jump straight over them.

What do you think?

Although your idea seems quite nice, what happens inside the bubble? I mean, stops on other systems beside your final destination are the only way to mount ambushes on a trade route, for example. Plus, what about the Wake scanner? You plot a route of 4 jumps, the wake left will be for 4 jumps and you quit after your second jump. Bang.. Scanner busted. Any workarounds around this that I can currently see, only make the wake system (already slow and prone to targeting confusions) more unpleasant.

He makes a point
 
Could you please share your build?!

Going by Coriolis (I can't get on ed at the mo) even if you optimise and then strip an asp x bare (no cargo weapons or utility) the max range is 244.63ly with 7 jumps, if you fill it to the brim with fuel tanks you can get 984.2ly, but that's still only 32jumps.
As for moving the system, I only meant change the mission distances.
Although

It's nothing special.

A class modules
Military armour
X2 S2 Gimballed Cannons
X4 S1 Gimballed Pulse Lasers
6C Bi-Weave Shield
32 tonne cargo
S3 Fuel Scoop
S3 Repair Module
S2 SRV Hangar
Long Range Scanner
Planetary Scanner
Heat Sink
Chaff
Point Defense (useless but I like it)
Shield booster or wanted scanner

Jump Range 23 (ish) LY.

It's basically a multipurpose explorer with defensive abilities that can go rather far on economic routes.
 
Could you please share your build?!

Going by Coriolis (I can't get on ed at the mo) even if you optimise and then strip an asp x bare (no cargo weapons or utility) the max range is 244.63ly with 7 jumps, if you fill it to the brim with fuel tanks you can get 984.2ly, but that's still only 32jumps.
As for moving the system, I only meant change the mission distances.
Although
Shorter jumps use significantly less fuel, which is how economy pathing works out, it tries to make the jumps as small as possible, the upside is that it uses significantly less fuel and as such you can go longer per tank, the downside is it takes longer because there's significantly more jumps.

So yeah, no need for getting a 'build' for this, simply switch to economy and you go further.

This happens because longer jumps require more and more fuel, fuel usage is not linear.
 
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