Situational impediments to Super Cruise

A thought occurred to me that the Super Cruise experience could be made more diverse and interesting if there were a number of natural & artificial things that could impede ships that merely try to bee-line to their locations.

In lockdown & outbreak systems, for instance, it would make sense to have those checkpoints sit on shipping lanes & on the most direct routes to stations/settlements, & then have them severely slow-& perhaps even stop-ships that get too close. These checkpoints would also be a rich source of authority ships who would be very likely to interdict you if you fly too close.

In War & Civil War systems, the most likely impediment would be mine fields-again with the ability to slow & even stop ships that get too close....with the added issue of the mine field dealing damage if you try to pass right through it (mine fields would be difficult to detect, at even relatively short ranges, unless you have good enough scanners).

Last of all, many systems-but parricularly unpopulated or low population systems could have a range of natural phenomenon that could slow you down or even stop you if you get too close.

There could even be missions centered around such things-like a Minesweeping Mission or a Blockade Running Mission.
 
A thought occurred to me that the Super Cruise experience could be made more diverse and interesting if there were a number of natural & artificial things that could impede ships that merely try to bee-line to their locations.

In lockdown & outbreak systems, for instance, it would make sense to have those checkpoints sit on shipping lanes & on the most direct routes to stations/settlements, & then have them severely slow-& perhaps even stop-ships that get too close. These checkpoints would also be a rich source of authority ships who would be very likely to interdict you if you fly too close.

In War & Civil War systems, the most likely impediment would be mine fields-again with the ability to slow & even stop ships that get too close....with the added issue of the mine field dealing damage if you try to pass right through it (mine fields would be difficult to detect, at even relatively short ranges, unless you have good enough scanners).

Last of all, many systems-but parricularly unpopulated or low population systems could have a range of natural phenomenon that could slow you down or even stop you if you get too close.

There could even be missions centered around such things-like a Minesweeping Mission or a Blockade Running Mission.


I understand what you're trying to get at, but mine blockades and stop n' search etc. sound like the kind of obstacles you would find in normal space, not SC where you would just magic through them.

Which is kind of the problem here. Any obstacles would be hard pressed to affect you in SC at all, without it being a massive steel wall as wide and tall as several planets.
 
That is my whole point though. There is no reason why checkpoints & mine fields can't have technology that can slow down or even mass-lock a ship that passes too close. Having such would force clever pilots to do more in depth navigation.....which then sets the stage for an Orrery Map.

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I understand what you're trying to get at, but mine blockades and stop n' search etc. sound like the kind of obstacles you would find in normal space, not SC where you would just magic through them.

Which is kind of the problem here. Any obstacles would be hard pressed to affect you in SC at all, without it being a massive steel wall as wide and tall as several planets.

To put it another way, if a single ship can force another ship out of SC, then why shouldn't a large, fixed emplacement not be able to do the same?
 
I'd like some sort of "Gravity Well Generators" at checkpoints dotted along shipping lanes.
These bring your ship supercruise speeds right down for easy Interdictions by security. But they're clearly marked on your HUD, and more or less act like a planet, so you simply can go around.
If you get too close to the source, you drop down out of SC automatically at the checkpoint.

Security can have these as official structures, but then pirates can also deploy them illegally to catch traders.

Then you can have missions to disable them temporarily, or even destroy them. Like a micro CG or something.

Getting ahead of myself now. Lol
 
That is my whole point though. There is no reason why checkpoints & mine fields can't have technology that can slow down or even mass-lock a ship that passes too close. Having such would force clever pilots to do more in depth navigation.....which then sets the stage for an Orrery Map.

In the nicest way, there's a very distinct lack of that being covered if it was your "whole point". You covered that you'd like to see stop n' searches or mine blockades, not how a mine blockade is designed to stop someone travelling several times the speed of light.


To put it another way, if a single ship can force another ship out of SC, then why shouldn't a large, fixed emplacement not be able to do the same?

FSD interdictors have a specific method of destabilising them, where you're talking about gravity wells, which still requires a huge amount of mass to be present. Planetary levels of mass.

I don't particularly care for the legitimacy of the technology though. Never have cared for realism. Just concerned that a) this would bring the feel of handwavium to a new extreme, and b) it doesn't actually improve gameplay that I can see. I suspect the novelty would wear off after the tenth time your route becomes several times longer.

I like the idea of a more dynamic supercruise immensely. But realistically that's going to involve something more interactive or optional or exciting or beneficial than every few systems deliberately slowing your journey down...especially if we don't want the "but I can't even be bothered to wait 5 seconds to get anywhere in SC" crowd to actually have ground for their complaints.
 
I'd like some sort of "Gravity Well Generators" at checkpoints dotted along shipping lanes.
These bring your ship supercruise speeds right down for easy Interdictions by security. But they're clearly marked on your HUD, and more or less act like a planet, so you simply can go around.
If you get too close to the source, you drop down out of SC automatically at the checkpoint.

Security can have these as official structures, but then pirates can also deploy them illegally to catch traders.

Then you can have missions to disable them temporarily, or even destroy them. Like a micro CG or something.

Getting ahead of myself now. Lol

That was the point I was making-lets give those Checkpoints some proper functionality, & add a little extra danger to smuggling.

As for mine fields, they could be Gravitic Mines, which can both pull ships out of Super Cruise & deliver internal damage to ships. Makes war zones feel much more hostile.
 
I like it! yeah things are a little to calm in super cruise, the addition would add for a more realistic approach. I mean, outbreak systems sort of just act as normal ones...anyone can come in and out and they don't even care!!....at all. no wonder they have so many damn outbreaks. :) your quarantine check idea is a very very nice realistic approach to this. the war zone minefield idea is also pretty damn cool. and yeah minesweeping missions to would be at good way to make some credits ( 10cr per mine destroyed in a massive field of them =$$$$) just an idea anyway. :)

as for quarantine zones. perhaps missions that involve the destruction of infected vessels with new INFECTED classification instead of WANTED. destroying these ships reduces the chance of neighbouring systems/factions from sustaining an outbreak. even a new unique commodity (infected refugee) could be added to return back to be quarantined. this way you can slaughter as many ships as you like and not feel like a murderer ;)
 
My first thought on this was to say, Right, it is a good idea to make legitimate, non exploit based, methods of earning even less attractive. This would do little but push those players who do not rely on exploits to give up on trade entirely. Trade is already significantly less profitable than exploits. This plan is to make it even worse.

If your goal is to push people out of trade and into exploit seeking, it might be a good idea.
 
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My first thought on this was to say, Right, it is a good idea to make legitimate, non exploit based, methods of earning even less attractive. This would do little but push those players who do not rely on exploits to give up on trade entirely. Trade is already significantly less profitable than exploits. This plan is to make it even worse.

If your goal is to push people out of trade and into exploit seeking, it might be a good idea.

What a load of utter garbage. As I said, it would be situational *and* avoidable-if you're a canny pilot. Clearly I'm dealing with another "instant gratification" whiner who equates "credits per hour" with fun.

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In the nicest way, there's a very distinct lack of that being covered if it was your "whole point". You covered that you'd like to see stop n' searches or mine blockades, not how a mine blockade is designed to stop someone travelling several times the speed of light.




FSD interdictors have a specific method of destabilising them, where you're talking about gravity wells, which still requires a huge amount of mass to be present. Planetary levels of mass.

I don't particularly care for the legitimacy of the technology though. Never have cared for realism. Just concerned that a) this would bring the feel of handwavium to a new extreme, and b) it doesn't actually improve gameplay that I can see. I suspect the novelty would wear off after the tenth time your route becomes several times longer.

I like the idea of a more dynamic supercruise immensely. But realistically that's going to involve something more interactive or optional or exciting or beneficial than every few systems deliberately slowing your journey down...especially if we don't want the "but I can't even be bothered to wait 5 seconds to get anywhere in SC" crowd to actually have ground for their complaints.

What part of "can slow or even stop your ship" did you not get in my original post? I'm talking about making systems in perilous states much more dynamic & interesting. Sadly, though, I seem to be largely dealing with people who mistake "credits per hour" with fun. I usually have immense fun without earning a penny, but the reality is that smuggling & entering war zones is too much of a cake walk at the moment.

Sadly, you & a few others are the reason we still lack effective AI in the game, 'cause you can't stand the idea of anything getting in the way of earning maximum credits per hour.
 
Some of the replies to my suggestion really reflect what is going wrong with this game. Bunch of blasted "credit farmers" who are constantly trying to dumb down the game, & who actively try to prevent any real sense of danger from entering the game.....because it might impact their ability to make "maximum credits per hour". Wish they'd all tick off & play Farmville or something instead, & leave the game to people who want it to be DANGEROUS.
 
If you are crossing a system, a straight line isn't necessarily the quickest route in supercruise. The masses of celestial bodies slow you down, even astroids, and especially stars, so following courses which avoid them seems best. Avoid routes which take you towards stars (keep them in the rear half of the radar) and fly above or below the local ecliptic plane. While you can just take a bee line, its a bit like walking over the mountains rather than finding the passes.
 
If you are crossing a system, a straight line isn't necessarily the quickest route in supercruise. The masses of celestial bodies slow you down, even astroids, and especially stars, so following courses which avoid them seems best. Avoid routes which take you towards stars (keep them in the rear half of the radar) and fly above or below the local ecliptic plane. While you can just take a bee line, its a bit like walking over the mountains rather than finding the passes.

I am already aware of that. The fact still remains that-thanks to the credit farmers & their whining-all the systems we travel through are far too bland & same-y. Anarchy systems feel only slightly more dangerous than Hi Sec systems, & systems at war or in lockdown are no different to those in an Election or Boom State-as far as SC travel goes. My ideas above are all about adding a bit more dynamism, danger & excitement into the game, but the credit farmers scream & squeal that I will hurt their "credits per hour". Pathetic.
 
Some of the replies to my suggestion really reflect what is going wrong with this game. Bunch of blasted "credit farmers" who are constantly trying to dumb down the game, & who actively try to prevent any real sense of danger from entering the game.....because it might impact their ability to make "maximum credits per hour". Wish they'd all tick off & play Farmville or something instead, & leave the game to people who want it to be DANGEROUS.

Nah mate.

You made a suggestion that covered absolutely nothing in terms of practicability, reasoning, in-game lore/reasoning or gameplay reasoning. This includes a lack of explanation on what this actually does to develop the game other than, once boiled down, being a timesink.

As Trollson suggested, to those that pay attention, the straight line is not always quickest anyway. I frequently avoid planets to reduce the effect of gravity wells and this extends to flying almost away from the star when coming into a system if I don't need to scoop, to reduce the influence of the star's gravity on me. As such I can always be ready to FSD when the cooldown finishes, even if the destination was directly behind the star on drop in.

And based on this utterly feeble foundation for a concept you have decided to throw your toys out the pram and cry like no baby has cried before because someone dared not agree with you 100%. Because you have no logical objection you refer to us as "credit farmers", because a scarecrow is better than seeking reason. For the record I object to all easy credit farming methods, rarely bother to protect myself from a rebuy if it's going to happen, and have made several strong cases to have the profits of places such as Sothis reduced.

On the other hand I think this idea is crap unless you can substantiate the obstacles with something that adds gameplay. And doesn't actually do anything to change the economy in terms of easy credits. Police interdictions and mines that somehow explode on a ship moving several times the speed of light do not cover this bit btw. Sorry to burst bubbles. Would have been happy to discuss this bit in a progressive manner but seeing as you missed that in favour of having a rant, I'll leave you to it.
 
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I'm still with Marc_Hicks on this one.
(Except for the supercruise mines, not sure on that one yet)

Supercruise is incredibly dull most of the time, the only interesting thing that happens is interdictions, which can sometimes just be an annoyance. Lol.

Having systems with checkpoints or outbreaks, actually feel different to be in, would be great for gameplay. Most systems are not in this state, so you wouldn't be bogged down in every system you visit.

Some kind of Gravity Well Generators, would spice things up a bit, and can be used for legitimate security purposes and pirate factions, for piracy, obviously.
Throw in some handwavium on how it works, and then some missions and gameplay around these GWGs, and boom. Gameplay.
The GWGs could be stationed a few Ls outside of ports to slow incoming vessels for mandatory interdictions, or whatever, if you're smuggling, you'd need to find the hole to get through, avoid patrols, use friends as decoys, etc etc.
Then you have some more depth that is apparently missing from this game.

And if you don't like it, fly around them, like you would a planet. Most checkpoints are near planets and stations anyway, so you'll likely be avoiding them anyway, unless heading to that planet or station.
Only pirate ones would likely be in shipping lanes.

CMDR Cosmic Spacehead
 
SC is tedious enough as it is.

Yet I'm trying to fix it with an idea to make it much less of a passive affair. Sadly, credit farmers like Stitch are down on the idea because it might hurt their credit earning potential by 1%, then blame me for their inability to understand my idea. Says a lot about how pathetic & unimaginative the Credit Farming crowd actually are. They want every system to be bland, lifeless credit milking zones.
 
Yet I'm trying to fix it with an idea to make it much less of a passive affair. Sadly, credit farmers like Stitch are down on the idea because it might hurt their credit earning potential by 1%, then blame me for their inability to understand my idea. Says a lot about how pathetic & unimaginative the Credit Farming crowd actually are. They want every system to be bland, lifeless credit milking zones.

Seriously though, please point out where my complaints have anything to do with credits...

Your idea is just crap until developed further. And you clearly have no other objection than to call me names and get the ol' scarecrow out...poor thing. Desperation must be a horrible feeling.

By all means, I'd be happy for all my credits to just be removed. I am the kind of player that lets people blow up my combat iCutter because it's more fun than running. But go on, just keep putting that target up, drawing my face on it, and calling it a day because you can't handle your idea being poor xD
 
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Nah mate.

You made a suggestion that covered absolutely nothing in terms of practicability, reasoning, in-game lore/reasoning or gameplay reasoning. This includes a lack of explanation on what this actually does to develop the game other than, once boiled down, being a timesink.

As Trollson suggested, to those that pay attention, the straight line is not always quickest anyway. I frequently avoid planets to reduce the effect of gravity wells and this extends to flying almost away from the star when coming into a system if I don't need to scoop, to reduce the influence of the star's gravity on me. As such I can always be ready to FSD when the cooldown finishes, even if the destination was directly behind the star on drop in.

And based on this utterly feeble foundation for a concept you have decided to throw your toys out the pram and cry like no baby has cried before because someone dared not agree with you 100%. Because you have no logical objection you refer to us as "credit farmers", because a scarecrow is better than seeking reason. For the record I object to all easy credit farming methods, rarely bother to protect myself from a rebuy if it's going to happen, and have made several strong cases to have the profits of places such as Sothis reduced.

On the other hand I think this idea is crap unless you can substantiate the obstacles with something that adds gameplay. And doesn't actually do anything to change the economy in terms of easy credits. Police interdictions and mines that somehow explode on a ship moving several times the speed of light do not cover this bit btw. Sorry to burst bubbles. Would have been happy to discuss this bit in a progressive manner but seeing as you missed that in favour of having a rant, I'll leave you to it.

Yeah, whatever you reckon. You're OK with FSD interdictors that can somehow magically pull ships down from several times the speed of light to a few hundred meters per second, yet you're unable to grasp the possibility that large fixed emplacements could use near identical "technology" to force ships to slow down enough to make them easier interdiction targets or-better yet-pull them out of SC altogether. If a ship can do it, why not a large emplacement with significantly more energy to burn, & more mass? Yet you're too clueless to get it.

Same issue with the mines. Individually, a mine shouldn't have the ability to slow or even halt progress at SC speed-but I'm talking hundreds, if not thousands, of mines, all with technology not too dissimilar to FSD interdictors. Again, though, your sad, feeble, credit farmer mind can't grasp anything that might make systems in Lockdowns or War legitimately more different to every other system in the game. Anyway, as you have utterly nothing to add to the suggestion forums, that doesn't involve earning credits so fast that they become meaningless, then I can happily add you to my ignore list. Bye bye.
 
Yeah, whatever you reckon. You're OK with FSD interdictors that can somehow magically pull ships down from several times the speed of light to a few hundred meters per second, yet you're unable to grasp the possibility that large fixed emplacements could use near identical "technology" to force ships to slow down enough to make them easier interdiction targets or-better yet-pull them out of SC altogether. If a ship can do it, why not a large emplacement with significantly more energy to burn, & more mass? Yet you're too clueless to get it.

Actually no, I specifically stated I don't care for this, or credits for that matter (not that this would even touch credit income anyway because again you failed to develop the idea properly), several times...

I don't particularly care for the legitimacy of the technology though. Never have cared for realism. Just concerned that a) this would bring the feel of handwavium to a new extreme, and b) it doesn't actually improve gameplay that I can see. I suspect the novelty would wear off after the tenth time your route becomes several times longer.

So, I take it we're back to yapping "credit farmer" at any objections and referring to the block list when you realised you cornered yourself....

*chuckles*

Buh-bye then princess <3
 
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Actually no, I specifically stated I don't care for this, or credits for that matter (not that this would even touch credit income anyway because again you failed to develop the idea properly), several times...



So, I take it we're back to yapping "credit farmer" at any objections and referring to the block list when you realised you cornered yourself....

*chuckles*

Buh-bye then princess <3

You just seen hostile negative about the whole subject just my opinion and just saying ! on another note I think when a system has a checkpoint maybe it should be place kind of where navigational beacons are so when you jump into they system that they could use the Stars Mass to bring you into the checkpoint you can either Highwake out somewhere else or or try to jump back into Super Cruise and get away but the most logical thing would be to just get skin by the authorities and go on your way unless. Doing some smuggling and trying to get away would make it more exciting don't think. I like the idea I never see any reason where the checkpoints anyway that are in place now. So to the OP I think you have a great idea. Into Stitch not trying to be confrontational just stating that you seen a little grouchy and negative about the whole thing.
 
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