Proposal - FSD synthesis for Supercruise

I've mentioned this in a couple of threads now, so I thought I'd formalise it here.

Problem:A number of people don't like the time it takes to get to distant stations in supercruise. Hutton being the prime example, but even some 'normal' stations can be tens or even hundreds of thousands of light seconds away. While I'm personally fine with things as they are (space is big) I have a proposed solution.


In much the same way that we have synthesis for FSD Witchspace jumps to increase range for a single jump, I propose we have something similar for supercruise. Each grade of synthesis would increase your rate of acceleration. I'd go with 25%, 50% and 100%. Each injection would only last a certain amount of time (details of which can be determined later). In addition, each would induce turbulance, in much the same way that fueling in a neutron cone does (only not as extreme). The higher the grade, the greater the turbulance. This prevents pilots from just injecting the synthesis and walking away - you would need very "hands on" piloting to keep your target in view, with grade 3 ideally being a bit of a white-knuckle ride. I'd also suggest FSD degradation as an additional downside.


To me, the benefits of this are many. It doesn't use jump gates or inter-system jumping (both of which feel very un-Elite to me), it grants an advantage but comes with a cost. Distant targets become an either/or situation: do I slog it in normal supercruise or do I speed things up a bit? It also doesn't dimish exploration - far away targets (like a star 500,000Ls away) still require challenge to reach, but now you have a choice of challenge (essentially 'boredom' or 'do I risk damaging my FSD right now?')


It would also add an interesting wrinkle to piracy - pirates can now catch up to you faster if you're in 'normal' supercruise, rather than having to wait for the mid-point deceleration. On the flip side, you can now evade pirates by using a supercruise boost. Using an FSD interdictor when you've got turbulance to contend with would be an additional challenge.


The best thing is that it uses already existing game mechanics and therefore shouldn't be as difficult to implement.


Thoughts?
 
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Deleted member 38366

D
Seems a good idea... I've always been a friend of the idea of some type of "Frameshift Afterburner". Temporary in effect, with some cost and a Cooldown.
 
Seems a good idea... I've always been a friend of the idea of some type of "Frameshift Afterburner". Temporary in effect, with some cost and a Cooldown.

Exactly. I'm a firm believer that every change to ingame mechanics that grants an advantage should also come at a cost. This seem to achieve that, unless there's something I'm overlooking :)
 

TWitko

Banned
Basically I'm not friend of those "instant travel" requests, but THIS one sounds quite reasonable and could be interesting addition to the game [up]

TW
 
+1

Anything to make supercruise less dull is a bonus!

Supercruise "boost" is also another good idea, which allows greater acceleration, but less control and deceleration, and adds turbulence like you suggested, more the faster you go.
Also drains engine capacitor, which turns in to heat buildup once it's empty and increases fuel consumption.

I'd also add that boosting in to something and crashing out would be a lot more painful, like near catastrophic. Lol

It doesn't even matter if it still caps out at 2001c, because you'd get to 2001c a lot faster, and can keep boosting to maintain it.

Unlike normal boosting, it's a press and hold function.

Both make supercruise more interactive.
Boost does the same thing, just without the need for material gathering before hand, which unless you have it handy, would just make the trip take longer. Lol

I suppose SC Synthesis is a time investment Vs Reward mechanic, and SC boost is a risk Vs reward mechanic.

CMDR Cosmic Spacehead
 
Sounds good. You still have a maximum speed of 2001c but it takes a long time to get up there. To make the most of it you might want to get into the triple digits first before firing one off.
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I've mentioned this in a couple of threads now, so I thought I'd formalise it here.

Problem:A number of people don't like the time it takes to get to distant stations in supercruise. Hutton being the prime example, but even some 'normal' stations can be tens or even hundreds of thousands of light seconds away. While I'm personally fine with things as they are (space is big) I have a proposed solution.

Hutton is a bad example, just fyi, it is the most far out station currently last I checked.

And though I suppose I get your idea, and i tis interesting, I do not think it might work well, maybe instead simply change the max velocity reachable? right now it maxes out at what? 2000? i forget the unit, up that instead?
 
Hutton is a bad example, just fyi, it is the most far out station currently last I checked.

And though I suppose I get your idea, and i tis interesting, I do not think it might work well, maybe instead simply change the max velocity reachable? right now it maxes out at what? 2000? i forget the unit, up that instead?

The problem with supercruise isn't the maximum speed, it's the rate of acceleration. Supercruise synthesis would increase the rate of acceleration, at the cost of FSD degradation and turbulence.
 
The problem with supercruise isn't the maximum speed, it's the rate of acceleration. Supercruise synthesis would increase the rate of acceleration, at the cost of FSD degradation and turbulence.

Acceleration is pretty dang fast if you aim away from any gravitation fields?
At least in my book, I suppose it comes down to how fast you think it should be.
 
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Acceleration is pretty dang fast if you aim away from any gravitation fields?
At least in my book, I suppose it comes down to how fast you think it should be.

Even in a simple two body system - two stars, 500,000Ls apart - it takes time to accelerate. What I'm proposing is a way of increasing the rate of acceleration, but with downsides.

As I said in my original post, I'm actually perfectly fine with things as they stand, but lots of other people aren't. I'm trying to find a way of pleasing both sides without damaging things like exploration.
 
Even in a simple two body system - two stars, 500,000Ls apart - it takes time to accelerate. What I'm proposing is a way of increasing the rate of acceleration, but with downsides.

As I said in my original post, I'm actually perfectly fine with things as they stand, but lots of other people aren't. I'm trying to find a way of pleasing both sides without damaging things like exploration.

I get what you are saying, unfortunately trend seems to be that if people get something faster then they will eventually find that slow and such, a slippery slope.
But as said I get hat you are indicating, might work, can't say.
 
If synthesis or boost isn't viable, then there's always the nav beacon to nav beacon jump idea I suggested for in-system jumps.

It'd require more work, most likely.

But then you can only jump from one beacon to another (in the same system). Which can be controlled entirely by FD.

No secondary beacon in Alpha Centauri? Then no micro jump.

Opens up opportunities for PvP pirates and Nav beacons and whatnot.

CMDR Cosmic Spacehead
 
+1

This is a pretty swell idea and it accounts for the hard-liners #1 gripe point: it doesn't necessarily save time. Space IS big and should remain so. FSD injection materials take time to gather via SRV. Jumponium doesn't save you time, ironically, because of the time it took to farm the materials for said jumponium.

This is very much a similar approach, and I like that! I tinker with all the careers and mission types, but my go-to credit printer is passenger missions usually. I can see myself using FSD injections for super-cruise because I got a RL phone call and need to leave the house or just want to splurge and get it done faster that day, knowing I have to restock those resources at some point.
 
Very much for the idea of a supercruise "boost". Naturally it would consume resources - whether synthesis materials or fuel (or both) would be a question of balancing.

While I love the ideas you've presented (added turbulence, pirates catching up with their prey, etc.), one issue might be that currently payout for passenger missions is based on the distance to the target starport from the arrival star.
If you trivialise this distance with a boost mechanic, you risk breaking that (already wobbly) area of the game.

Conversely, if you give a really high cost to SC boost (e.g. very rare synthesis material, very high fuel price, etc.) then it'll rarely be used and become redundant.
Balancing may be tricky, but I do like the concept! More options (particularly risk/reward based) are almost always a good thing.
 
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