To this day I'm not sure why supercruise flight works the way it does. It has a maximum speed limit, a minimum speed limit, a "braking" effect that kicks in around gravity wells and, perhaps most bizarrely, a sort of automatic acceleration limiter that seems to depend mostly on the distance to the targeted object.
The maximum (2001c?) is so rarely attained that can be more or less ignored in all but the edgiest of edge cases.
The minimum (30km/s) is, I suspect, mainly to prevent people "creeping up" on space stations and other POIs and thereby shattering the already fragile illusion of seamlessness between supercruise and normal space instances.
The gravity "braking" is an odd choice. It seems to be there to provide a sort of analogue to the gravity interactions that were possible in the two previous games when time acceleration was used, and skilled players can indeed use it as a navigation tool when approaching space stations and other targets close to planetary masses. But it's also something of a frustration when all you want to do is pass through or near to a cluster of bodies. In many cases there's so little correlation between what's "there" on screen and the response of the spacecraft that to me it feels more like an arbitrary thickening of the space soup than anything based on physics, real or imagined.
Which leaves the automatic acceleration and deceleration based on target distance, which to me are the biggest and most obviously artificial obstacles to fast and efficient in-system travel.
In
Frontier and
FFE you could move through a system at an arbitrarily high speed by giving the ship some delta-v and then manipulating the time acceleration controls. Between the initial thrust and the acceleration factor some really fast and accurate travel could be achieved, even without using the "instant stop" autopilot cheat. The most obvious risk, aside from not having enough fuel to counter the delta-v when you got where you were going, was in misjudging the acceleration and either overshooting the target altogether or fatally smashing into it.
When supercruise was posited I was hoping for something broadly similar. It was already clear from other design decisions that
ED was never going to go "full Newtonian" but the arbitrary caps on acceleration rates, and especially the auto-modulation based on destination selection, make it feel less as though I'm flying an FTL ship in realtime and more as though I'm tweaking the parameters of a temperamental machine that can "get away" from me at any time. Perhaps that's the whole point, but it has always felt a bit odd. The most obvious example of this is the "7/6 second rule" and all its variants. The final stages of my approaches are based on a
4 second rule, achieved by completely ignoring the SLOW DOWN warnings. It doesn't feel like flying a ship at all, aside from the visuals. It feels more like determining the envelope of an algorithm, and balancing its inputs for maximum efficiency.
I'm pretty certain this has been asked before, but why can't we simply point the ship in a particular direction and just accelerate and decelerate to and from arbitrary speeds governed by a highly responsive throttle setting? Low settings and we crawl, full throttle and we're going like bat out of hell. We can already achieve this to some degree with USS; if you deselect a USS as the navigation target but keep it in visual range (and you have good throttle control or low-value presets) you can fly around it with some panache at 30km/s, albeit with lots of overshoots and loops. It's only when you target it that the rate of acceleration change becomes limited again.
Sure, if this was done it would hugely increase the likelihood of overshooting the target at first, but this community of virtual pilots has proven itself very adept at accommodating and maximising new mechanics and I reckon we'd be flying like pros in no time at all, saving loads of time travelling between planets. I suspect players would even develop a sort of muscle memory, a mental map of the more regularly visited systems ("From Sol to Earth it's ten seconds at 80% throttle followed by ten seconds at 0%" etc.).
As a potential downside, perhaps there could be a hard speed limit above which collisions with planetary bodies would result not in an emergency drop and a bit of module damage but in catastrophic damage including permanent module loss or even ship destruction? That might minimise a lot of regular speed freakery, and certainly sort out the good pilots from the great pilots.
Are there technical reasons why this was never done, or are the limits there to allow time and space for interdiction? If it's the latter, what about removing the acceleration caps but increasing the gravity well braking effects? Pilots would be more likely to fly parabolic courses to minimise the slowdown (some already do this) while interdictors would be forced to operate nearer to planets and stars, where it's arguably a more interesting place to fight anyway. Alternatively, make the maximum rate of change for acceleration dependent upon FSD size and/or engineering, so fast interceptors would still be able to catch slower ships even in systems with few bodies.
Edit: in case anyone's tempted to interpret this as a "hater" post (which does happen), as a mostly passive single-player exploration-oriented pilot I'm more than happy for things to continue the way they currently are, even though they're not quite what I had envisioned back in the day. But as with many things ED, being happy with what we've got doesn't mean there isn't the potential for improvement. As with the micro-jumps solution to fast travel talked about earlier, this is one of those things where there would appear from a purely player perspective to be a reasonable amount of wiggle room available should FD decide to re-think their strategy on in-system flight. The fact that they so rarely even talk of such things these days -- even to offer a categorical "no" -- is where much of the frustration lies.