Supercruise-placeholder? Or is this it?

Please don't tamper with Super Cruise just yet .... so much else needs fixing. And the more changes that are introduced, the more risk new bugs will appear [where is it]
 
Just add the ability to play snake from the helm and "voilà", it's fun again.

I turn on galnet voice news on long in-system flights;
 
There is no meaning to the Hutton Orbital Run. It just means you are wealthy enough in real life to let your computer run for 90 minutes while you took care of other stuff.

Speak for yourself, mammal, I was actually meat in the seat for my Hutton Run. Granted I was getting caught up on paperwork over at Inara while I was doing it, but one eye was on the screen at all times. Also I did it on console, which while technically a computer, was not entirely accurate.
 
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Normal space flying is the best part of this game, far and away. SC is just, well, "tedious" I suppose would be a generous way of describing it. I don't know what the solution to improving it is, but I'm happy to read ideas. The idea of defending it as a good mechanic, or by using the sanctity of the Hutton Run is pretty amusing btw--thanks for the laughs, guys!
 
Normal space flying is the best part of this game, far and away. SC is just, well, "tedious" I suppose would be a generous way of describing it. I don't know what the solution to improving it is, but I'm happy to read ideas. The idea of defending it as a good mechanic, or by using the sanctity of the Hutton Run is pretty amusing btw--thanks for the laughs, guys!

I'm glad you find it amusing. :D I myself find the suggestions of reducing the perceived burden of space flight in a space flight game exceedingly amusing as well.
 
That would be a great idea and give us something fun to think about while supercruising around. That's one of coolest ideas I've come across on these forums. You would actually have to pay attention to the bodies in the system. It could be as simple as staying withing a certain curve around the planet or whatever and let players have a little target like in the interdiction mechanic. The more on target you stay, the bigger your boost. It's gamey but I think it would be a fun addition to spruce up the most boring part of the game. Going around a bigger planet should give you significant boost and it would give you a reason to seek them out in a given system. Or chain a bunch of smaller planets together. Many possibilities.

And then if we *also* make SC handle more like regular space flight, but with crazy acceleration curves, you could have a lot of fun trying to do high-speed exploration scans as you do a FA-off sideways powerslide around a planet while trying to keep it centered in your reticle so you can complete a detailed surface scan before the boost launches you away again.
 
And then if we *also* make SC handle more like regular space flight, but with crazy acceleration curves, you could have a lot of fun trying to do high-speed exploration scans as you do a FA-off sideways powerslide around a planet while trying to keep it centered in your reticle so you can complete a detailed surface scan before the boost launches you away again.

Now you're talking! That sounds like fun to me.
 
A boost in supercruise would be really nice. It could display the old "operating beyond safety limits" and give you the same kind of wobble that you get during glide or in jet cones, and cause damage to the FSD over time, plus use a lot of fuel.
But on the plus side it would let you catch up with targets to interdict them, or give you a maneuverability boost when you miss your destinations. It wouldn't ruin long-distance destinations like Hutton because of the massive fuel requirement.
That would be a worthwhile change.

In the future I imagine they'll want to implement more in-ship mechanics to use up your time and that's probably a contributing factor in their decision to make it so long and monotonous currently. Someday you'll need that free time to explore your own ship.
 
Supercruise works and I like it just the way it is. The only thing it needs are Thargoid interdictions.

Let's fix the things that are broken first.
 
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The in-game lore reason is because a hyperjump is done via small fluctuations in gravity. You jump from star to star because it is the strongest source of gravity in the system. SC is done because we needed a way to get from the star to a station, but the only way to show distance in a game like this, is to use time as a measuring factor, relative to speed.

I would support the idea of better performance in supercruise based on the combined average of your FSD and thrusters. This way, there is a reason aside from jump range, to buy a higher grade FSD and a reason to put higher grade thrusters (not just A rated but right sized A rated) to give us better acceleration and better handling for cargo runs and for interdiction/evading.

We do spend a great deal of time in SC, so gaining noticeable performance improvement based on both methods of travel (or the average of both) would go a long way into making people appreciate the higher grade parts, thereby making them spend more money on them. As it stands, I know many people who run lesser grade thrusters simply because they are not going into combat, or they run a lower grade FSD because it is cheaper and they can engineer it to be almost as good but at less than half the cost.
 
Supercruise works and I like it just the way it is. The only thing it needs are Thargoid interdictions.

Let's fix the things that are broken first.

I'm not arguing that there aren't more important things to work on, but really? Staring at a countdown timer is your idea of fun?
 
I think there's probably two main things I'd change about supercruise:

1) Steepen the "maximum speed" curve once you're about 5000Ls from the nearest star - the nature of supercruise means that you're only really vulnerable to interdiction before you start accelerating or after you start decelerating, because anyone trying to catch you while you accelerate is on the wrong side of the curve. So speeding up that bit of the curve would take a few minutes off the mid-sized binary systems without affecting how it already works fairly well in the inner system regions.

2) Rather than the current USS spawn mechanism, have them generated within 1000Ls if you honk a discovery scanner. Then you scan the ones which have appeared - might often be none in an uninhabited system, might be nine or ten in a really high population system with several shipping lanes - and decide what you want to drop into. There'd be some sort of timeout before further honks could reveal anything else ... and of course mission-specific signal sources would show up immediately around their relevant planet.
(Scanning the nav beacon will have the same effect as a honk on your next return to supercruise, as well as spawning mission-specific signal sources regardless of distance)

While it's a popular suggestion, I wouldn't want to mess with the existing speed curves near planets, as the gravity wells are extremely useful for rapid deceleration at a destination already. Plenty of skill and fun in that bit.
 
Please don't tamper with Super Cruise just yet .... so much else needs fixing. And the more changes that are introduced, the more risk new bugs will appear [where is it]

Bugs will never be fixed so let's not use that as a reason to hold the game back. A change to SC shouldn't introduce many new bugs anyway, because almost nothing *happens* in SC. Ideally it would be a change to one of the movement systems in the game and you could leave all the existing systems the way they are, bugged or otherwise.
 
While it's a popular suggestion, I wouldn't want to mess with the existing speed curves near planets, as the gravity wells are extremely useful for rapid deceleration at a destination already. Plenty of skill and fun in that bit.

Reduce speed to 75% at 6 seconds remaining. That's it. Zero skill involved, unless you count staying awake long enough to notice that you're at 6 seconds a skill. Which sometimes it is.
 
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