Supercruise ideas to add more layers of gameplay

SC has a lot of opportunities to make for a more dynamic gamespace:

Currently we have each system divided into rough geographic 'zones' (shipping lane, deep space etc). Develop this further!

Shipping lane zones that are well patrolled between the nav point and stations. Response time is almost instantaneous and brutal, and authority ships will pull you over for inspections (refusal to 'pull over' leads to a fine).

No fly zones are areas that are off limits to all traffic and are represented in the HUD like spherical planet bounds. Entering them triggers a wing of navy ships that will attempt to interdict you, and you will receive a warning like trespassing on surfaces. If you are being pursued by security you can hide in a lawless or hazardous zone to throw them off (see below).

War zones are similar to no-fly zones, except that within them it is anarchy with no security. CZs spawn within these areas, and that killing is not punished. Any kills in SC here legally count toward mission goals.

Deep space areas are defined as a sphere based on the outermost planets orbit. Deep space is policed but security response times are based on distance as well as sec level.

Lawless zones appear around areas that are hard to police (such as asteroid belts) stations in anarchy, or asteroid belts / dust clouds. Flying into them blocks you from radar (ideal for smugglers or traders, although a calculated risk).

Hazardous zones appear around areas that have natural hazards- unstable star classes, magnetic pole areas. These areas have a slow police response and might harm the ship. Examples: star eruptions spike temps if flown through, jet cones (as seen now). These areas mask or totally hide your ships signature if flown through.

If SC was populated with these, it would mean:

SC manoeuvrability would count for something (so heavy traders would need to keep to shipping lanes while nimble ships would be good for smuggling).

For busy systems it would break up the straight line A to B flight for most people. If you have a time limit on a delivery, do you risk the dodgier routes that might get you killed, or do you stick to the beaten path?

Smuggling would actually involve skill. Currently you evade security when you take off and when you land (sometimes). Here, you have to use the natural topography of a system to remain hidden: i.e. you could use lawless and hazardous zones and avoid shipping and no fly zones. You have to navigate around policed areas and maybe find holes in the security coverage.

Natural bottlenecks for pirates: pirates could use smuggling routes to pilfer goods from dodgy traders and have safe areas in policed systems to hide in. Pirates could raid shipping lanes, and retreat to hazardous or lawless zones.
 
Great ideas for improvements.

I love supercruise. It is a magnificent addition to this spacesim.
It is the perfect balance between extremely fast spacetravel and still being awed by the enormity of the universe.
Soaring past a beautiful star or planet is still a thrill and I must have done it thousands of times by now.

As far as far away locations in a system are concerned... I simply don't travel where I do not want to go.
I won't go to Hutton because it is too far away and has nothing to offer for my troubles.

I would like changes to supercruise.

CHANGE 1.
I want more player agency. I want to have more influence on flying in supercruise, more piloty things to do.
This could be done via pip management for example.
We might perhaps use pips to control certain aspects of sc travel. Pips in sc travel might influence different things compared to normal space travel.

CHANGE 2.
I also want the HUD to change its layout in supercruise with new HUD elements, just like it changes when you approach a planet.
I am sure FD could make something up to make it look cool and different and appropriate for Supercruise.
The HUD might give you an ideal travel solution by showing you a flight path to fly around a planet to accelerate and speed up travel.

I think these changes would serve to underline the differences between the different flight modes and would make us feel like real ace space pilots .
 
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Nice post OP; also why don't we have gaming computers in our ships? Does no one play computer games in the year 3304?? (lol) o7
 
I love the idea and it adds to the idea that the wole trip is a constant reminder of the profession you choose.
Point of attention is the learning curve that it ads to the game.


A basic video tutorial for each profession explaining the principles (Related game mechanics) would strengthen the succes of this approach and getting player quickly up to par so they can enjoy their profession in depth.
The video style should reflect the profession for immersion.
 
a 100 times yes on this idea. Whenever i saw the words "shipping lane" on left hand side i was like "shouldnt i see hauler ships?"
 
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