Supercruise-placeholder? Or is this it?

I agree with the the statement that SC is a dominant game element and therefore should be as fun as possible.

I also agree that currently, SC flight it is a quite passive activity (a paradoxon?).
For the most part, we try to not miss the right time to throttle down in order to not overshoot.

Generally not a fan of Star Citizen, but tbh interplanetary travel is something they got perfectly right there. Supercruise-travel is just a means to an end. No idea why it has to take between several minutes up to over an hour. Masochism is the only sensible explanation I can think of.
 
there should be a noticeable "speed gain" due to gravity. I know there is already, but it is mainly painful, as it takes control away from the pilot in the worst case (over-shooting), but doesn't really help in other situations.
Gravity slows you down, rather than speeding you up. (If it sped you up in supercruise, it would be extremely tricky to drop on stations, and entering orbital cruise would have to be done very carefully)

What you're seeing in the overshoot case is the ship not slowing down as quickly as the normal maximum speed is reducing, so your speed relative to maximum increases - your absolute speed, however, is still rapidly decreasing.

You do lose some control, because your turn rate at 300% speed is terrible - but if done correctly this can slow you down to a near-stop in just the right place to drop out on the station, without an extended slow deceleration.
 
A rethink or expansion of supercruise would go a long way towards keeping certain types of players involved in the game. A couple of my friends haven't touched ED since a short introductory period because there's just too much downtime between stuff happening and they have other things to do.

I'll again plug my idea of an 'advanced mode' for SC like FA-off is in normal space. It wouldn't be FA-off exactly, but could increase accel/decel and add some drift to your ship, etc.

A boost mechanic sounds like a good alternative. My riff on that:
  • Boost charge-up takes 5 seconds, meanwhile it actually starts to decelerate your SC speed like it's building up a buffer.
  • Then when it engages, it multiplies whatever SC speed you have at that moment (multiplier based on FSD rating), and holds at that speed. - combined with a long cooldown period or high fuel cost this makes the decision tactical, as using the boost around the midpoint of your journey when your speed is at a maximum will result in the most effective boost, but you can of course do it earlier or later. Maybe there is a risk of overshooting your target if you do it on a short trip for eg.
  • Hold down the boost as long as your heat tolerance allows.
  • Disengaging boost too near a gravity well could have some ramifications, maybe damage to hull/modules, maybe a sharp forced deceleration with a sharp heat spike. Or maybe it just requires you do perform a gravity assisted slowdown to avoid going too far.
 
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Supercruise is absolutely fine the way it is for me. Basically our ship doesn't really move fast, the frameshift drive just shortens the range be compressing space in front of us. Of course we can't move around like with the normal space flight model. It's absolutely fitting in my book. Science.
 
Supercruise is absolutely fine the way it is for me. Basically our ship doesn't really move fast, the frameshift drive just shortens the range be compressing space in front of us. Of course we can't move around like with the normal space flight model. It's absolutely fitting in my book. Science.

There is no disagreement regarding the - extremely hypothetical - "science" aspect. Including the "not moving" part.

But you have to admit that SC currently is somehow eventless and longer travels (> 3000 ls or so) could be more interesting. "Interesting" in computer games is achieved by interaction with the game world. In our case: celestial bodies.
I'm not saying its terrible now.
I'm not even saying that a new game mechanic should be mandatory for traveling around.
But I think there is no harm in making a major part of the game more interactive fun. (For those who want to take advantage of the possibilities; others might still fly in a compfortable straight but also slower direct line.)

(Oh... and as the background science is extremely hypothetical, there is no reason why the "drifting" and "gravity-boost-interaction" parts shouldn't be completely reasonable possibilites in such a non-movement movement. ;) )
 
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You do realise that SC wasn't even going to be 'a thing' in the game at all. It was a suggestion by a beta tester during the beta phase and was taken on board by the Devs. The origonal idea was to just jump between all locations, including in-system planet to planet trips etc.

If this is true, that person influenced one of the biggest time wastes added to a game in the history of gaming... what a moron!
 
If this is true, that person influenced one of the biggest time wastes added to a game in the history of gaming... what a moron!
Wasn't just one person - point-to-point jumps was pretty much universally criticised as an idea by the majority of people at the time, and supercruise considered on paper a much better solution.

Overall it probably is better, too (certainly for exploration, screenshots, mining, etc.) - but the change was made quite late, so there wasn't time to change some things away from the point-to-point design. USSes, for example - you scan, you find some, you make a jump to one ... makes perfect sense. Retrofitting them into supercruise did not work so well.

Not the last time that Frontier has made late design changes in response to overwhelming player opinion ... not the last time the result hasn't been as popular with the players in practice as it was on paper, either.
 
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