pleas add sub system jumping

oke guys there really should be an ability to jump within a multi sun system, just had to wait like 30 minutes to get a pirate, fight lasted 1 minute, just to earn 60000 credits or so, i mean if i had known it would take that long, I've would have picked a different mission, im not buying a game to just have to wait half an hour to complete stuff.
 

Robert Maynard

Volunteer Moderator
Don't take any missions to Alpha Centauri then - there's a high likelihood that they will require a 90 minute SuperCruise (0.22LY, about 6,942,000 Ls) to get to Hutton Orbital.
 

Lestat

Banned
oke guys there really should be an ability to jump within a multi sun system, just had to wait like 30 minutes to get a pirate, fight lasted 1 minute, just to earn 60000 credits or so, i mean if i had known it would take that long, I've would have picked a different mission, im not buying a game to just have to wait half an hour to complete stuff.
Well I don't think you use the Galaxy map or System map before accepting a mission. So the fault lies with you. If you use those features you would have saved some time and effort instead of complaining about the distance you would have skipped that mission.

Now asking to have in system jump ruins Galaxy Map System map feature. Because all players would Ignore all those features that already help determine if a location too far or not.

Don't take any missions to Alpha Centauri then - there's a high likelihood that they will require a 90 minute SuperCruise (0.22LY, about 6,942,000 Ls) to get to Hutton Orbital.
That at full speed. When the Op talk about 30 Minute trip we already know he was in the blue and not at full speed.
 
Lesson I've learned rather fast: If there's a mission transport 10 units of something with 500000Cr (among same others but with 10000Cr) award then probably something is wrong with a distance.
 
There is always the option to discard the mission.


and if it was a kill pirate lord, and the signal source is far away, there is most of the time, a very good chance that they can be found in super cruise, so having a FSD interdictor is always good to have for these kind of missions.
 
Due to the way exploration works now, you often don't know it before hand if the system is a binary or not, but that is also the point of exploration. I do think a system of subsystem jumping should be added, as long as it is limited. I think jumping to a star should be fine(and leave behind a wake for others to follow).
 
Due to the way exploration works now, you often don't know it before hand if the system is a binary or not, but that is also the point of exploration. I do think a system of subsystem jumping should be added, as long as it is limited. I think jumping to a star should be fine(and leave behind a wake for others to follow).

Nothing in the how explorations have changed how this works. You can in most cases figure this out before even accepting the mission.


In almost all cases, when you are looking at the mission, at the station, you can buy exploration data for the target system, and judge if it is worth the risk of mission target being on the wrong side of the system or not. And if the rare cases you cannot buy the data, it is up to you to decide if you want to risk it or be prepared to abandon the mission.
So it is easy to check this before accepting any of the assassinate missions.





Delivery missions, already states the distance to the target system and distance to station. So here the fault lies entirely on the player if not reading the mission description.



I have learned the hard way the systems around my "home" system, which one are problematic, etc, and I have abandoned alot of missions when I did not feel to do the long super cruise journey. Discard before turning missions in, so that you repair the lost reputation.
 
Now with the FSS I feel less burning need for in-system jump for my exploration, but I still think it would be a nice thing to have with the cost of a module slot. I'd call it the FSD focus module, possibly reverse engineered Thargoid technology. The minimum jump range would be determined by the module size compared to the ship's FSD, modified by the module quality. Alternatively, the lower grade focus would only allow jumping to stellar objects, while higher grade would allow targeting planets as well.
 
For those saying ‘just avoid the missions that send you 400,000 ls+’

Yeah that doesn’t work now if the mission signal source provided via FSS or Nav Beacon is that far away. You won’t know it’s far till after you take the mission and get to the system.

Repeateldy canceling missions cause the signal is too far to be fun means right now you’re better off just not taking said missions, pay isn’t even worth it compared to any other activity right now.
 
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Lestat

Banned
For those saying ‘just avoid the missions that send you 400,000 ls+’

Yeah that doesn’t work now if the mission signal source provided via FSS or Nav Beacon is that far away. You won’t know it’s far till after you take the mission and get to the system.

Repeateldy canceling missions cause the signal is too far to be fun means right now you’re better off just not taking said missions, pay isn’t even worth it compared to any other activity right now.
Droping a mission is ok. At least you don't have to fly 400,000 ls. YOU HAVE A CHOICE. If it too far DROP THE MISSION.
 
I have often thought this would be a good addition but with the caveat that inter system jumping could only be done on a ship equipped with a module that would occupy the largest optional slot on a ship. So a player could choose inter system jumping but it would cost something to do so.
 

Lestat

Banned
I have often thought this would be a good addition but with the caveat that inter system jumping could only be done on a ship equipped with a module that would occupy the largest optional slot on a ship. So a player could choose inter system jumping but it would cost something to do so.
Bad idea. It ruins other aspects of a game. It gives rise to players button mashing missions without any research what so ever. See people need to start using common sense gameplay. If a mission has a good payout use the Open Galaxy map feature and click system map if you don't have any data. Buy System data before accepting a mission. If it too far do not accept the mission
 
I understand the arguments against the OP but we should at least, after going to system map, be able to choose the star within the system we wanto to go to. I don't get the idea of not being able to do so.
 

Lestat

Banned
I understand the arguments against the OP but we should at least, after going to system map, be able to choose the star within the system we wanto to go to. I don't get the idea of not being able to do so.
That still caters to players who Click accept all mission with out any research. That ruins Open Galaxy map/system map research and buying system map data if need be.
 
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So the solution offered to the OP is don't take stupid missions in systems where you will sit and wait because the SC mechanic is lame (oh wait space is really big so wasing your time watching an SC screen is "immersive" game play).

I don't agree that the best method is to accept bad gameplay, or to "make believe" and accept the miraculous wonders of the bounding box approximating what space is really like where you sit and wait for 10-90 minutes literally doing nothing.

SC for larger systems needs to be fixed. Either acceleration curves, mini-jumps, or some time-dilation mode needs to occur.
 

Lestat

Banned
So the solution offered to the OP is don't take stupid missions in systems where you will sit and wait because the SC mechanic is lame (oh wait space is really big so wasing your time watching an SC screen is "immersive" game play).

I don't agree that the best method is to accept bad gameplay, or to "make believe" and accept the miraculous wonders of the bounding box approximating what space is really like where you sit and wait for 10-90 minutes literally doing nothing.

SC for larger systems needs to be fixed. Either acceleration curves, mini-jumps, or some time-dilation mode needs to occur.
Here the problem it the Player

See it take the player to use common sense to avoid long distance. When I go to Mission screen I click Open Galaxy map first. Than buy system data if needed. If it far away. I have the choice. Either Accept or don't accept. Easy to do.

So stop with SC need to be changed. The only thing that needs to be fixed is players use features they are too lazy to use. Or if they find a mission that far. To able to make the choice to Drop a mission.

Remember laziness is not a skill.
 
So the solution offered to the OP is don't take stupid missions in systems where you will sit and wait because the SC mechanic is lame (oh wait space is really big so wasing your time watching an SC screen is "immersive" game play).

I don't agree that the best method is to accept bad gameplay, or to "make believe" and accept the miraculous wonders of the bounding box approximating what space is really like where you sit and wait for 10-90 minutes literally doing nothing.

SC for larger systems needs to be fixed. Either acceleration curves, mini-jumps, or some time-dilation mode needs to occur.

My advice, never apply for a job as an astronaut, or pilot, or driver, or on a ship... Because 99% of the time you will be between places.
Elite's a sim. Contrary to what the SC crowd would claim, its probably the BDSSE! It probably wouldn't be much better if Carlsburg made it...

But like all sims, there are going to be slow bits. I unno, play some Warframe while you wait to arrive. Instant gratification is why so many games are trash these days. There's no slow burn anymore.

Just my 0.02Cr though, you do you.
 
So the solution offered to the OP is don't take stupid missions in systems where you will sit and wait because the SC mechanic is lame (oh wait space is really big so wasing your time watching an SC screen is "immersive" game play).

I don't agree that the best method is to accept bad gameplay, or to "make believe" and accept the miraculous wonders of the bounding box approximating what space is really like where you sit and wait for 10-90 minutes literally doing nothing.

SC for larger systems needs to be fixed. Either acceleration curves, mini-jumps, or some time-dilation mode needs to occur.

Time dilation is out. Supercruise was developed to replace the time acceleration in the original single player games because you can't change the actual time in a multiplayer game.

Acceleration curves - we already have many players who overshoot targets still with a fixed and obviously slower SC. I do think that having everyone with the same SC speed possibilities has its problems, but I don't think adjusting what our ships can do will fix the OP problem of large systems without causing other issues closer in.

So minijumps - some people are against it for a good reason. If you make all places easy to get to, then space doesn't seem that large any more. If you make it so a few key pressed and one can jump from system to system, then to planet, then to station...well, open space between becomes something few bother with, and you're just going from listed place to listed place. But some of these binaries/tri/etc systems are pretty large and ignored for that reason, so how can we keep SC as a normal traveled area but also open up the far reaches of systems? How about a minijump that has its own cost in place of reducing travel time? Here's my suggestion:

To jump to a main star now we target it through various means and activate our drive. Let's say that if we activate our drive without a targeted system, the drive is put into a mode where how long we spool up determines the distance we jump. So it's up to us to judge how far we need to throw ourselves in the direction we're pointing.

In this mode the drive is ignoring a gravity well lock, because that would be the main star, not anywhere else. Given that, there's going to be inaccuracy in distance and direction. Picture a vague cone that radiates out from the ship in the direction you're pointing - the farther you jump, the more error in where you end up. But, it'll get you closer, and that's the main goal.

A jump will require drive cooldown, and it will leave a wake that can be followed. But pirates/bounty hunters, this adds a choice. You could follow the wake, or you could guess where they're jumping (knowing it's a minijump wake) and try to jump yourself to get ahead or at their location.

I do think something is needed, for the reasons I gave, but I don't think they have to be instant gratification and defeat what SC was set up to be, an in-system interaction playing area.
 
I haven't read any thing new yet that would make in-system mini-jumps a reasonable proposition, could someone let me know when a new idea gets posted so I can comment on it?
 
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