Supercruise Speed, too slow?

Is Super Cruise too slow?

  • Yes, it should be increased.

    Votes: 28 34.1%
  • No, it should stay the same.

    Votes: 50 61.0%
  • It should be made slower.

    Votes: 4 4.9%

  • Total voters
    82
  • Poll closed .
Ladies and Gentlemen, I propose FD increase the acceleration of Supercruise by roughly 30%.

I understand they don't want it to be instant, however I immensely dislike spending so much time just to slow down to my target location. The sweet spot seems to be the fastest way to land without doing a loop of shame, however I still believe it takes too long. It also seems that if you needed to land to assist a friend who was engaged, the fight would be over before you land.

I may be alone in this; what are your thoughts?

Edit: Success!

I just think that sitting there decelerating for 60+ seconds once you are below 1c/s adds nothing to the game. It seems that it would inhibit friends meeting up especially to help out once under attack.

It also prevents me from stopping at 90% of the USS's that pop up. If i want to find a USS for mission objectives, I cruise at 30km/s and wait for them to pop up, effectively exploiting the system rather than truly flying around and searching a system.

If I could land in a reasonable amount of time I'd actually fly around.
 
Last edited:
It should scale up faster as you move further away from objects. I had a mission in MEDB where the station was over 1.6 million LS away. Took way too long.

The speed within normal solar systems seems ok as is.
 
Really preferred the slower speed of SC back in the first alpha iteration, along with the more stringent exit criteria and greater effect of gravity wells. However, I accept I might be in the minority here. :)

[Edit: Nothing against adding a 'micro-jump to other stars in the system feature' or autopilot though.]
 
Last edited:
If you're going to do that, might as well add a "arrive instantly" button. :(

No way, I think that your actual piloting ability should be more of a factor rather than: put the throttle in the blue and wait a couple minutes to finally land, even when only travelling 10ls.

Faster would be better, more interactive, and more fun. Then if I screw up, I land 30km, 50km 70km, 150km away and have to decide if I want to re enter super cruise or burn to the target. As it is, screwing up is almost impossible after your first couple days in game.

Waiting is not fun, and fun is my reason for playing the game.
 
What we need is for the hyperspace jump to lead us to the highest population star instead of the only star without any stations at all when the 3 other stars in the system are full of them. That will reduce the number of 10 minute supercruise without touching the core mechanics.

As for supercruise itself my main gripe is with the amount of time deceleration takes. I don't stop for USS because of this.
 
Insta-travel, all you have to do is visit the station once and then you can automatically warp there instantly, great idea, all the cool games are doing it. :D
 

Foreverowned

F
I'm a hauler, i think it's perfect because for me at least, the distances involved feel real to me during supercruise. I understand that others may disagree with me though.

It's also better for pirates, gives them time to try and catch me.
 
Of the more rubbish design decisions made for this game, SC wins the cigar. I mean it's a huge success when it comes to reinforcing the dull, endless void of space but as a means of travelling from point to point it's like someone designed a mini-game to cure insomnia. You can't even leave it to an auto-pilot and have a nap.
 
I'm actually okay with SC for the most part, except for those really long treks (but those should be reflected in the reward imo, not fix the flight time). But, if it were to change, I would like to see an increase in acceleration times, but increase the gravity well effect too, so you have a choice of either flying at the recommended speeds straight line, or you can chose to learn how to rocket into the gravity well and use it as a braking method. This works already to some degree, but I don't think it works well enough to give a time bonus to those who know how to do it. I.e., flying in at full speed and using gravity and spiraling to land seems to take about as much time as just easy does it. I do it more because it's more interactive.
 
Supercruise speeds seem fine to me as they are, although it would be good if it were possible to do a sort of "mini-hyperdrive" between stars in binary systems. As having to spend 5-10 minutes in supercruise to distant stations orbiting planets around secondary / tertiary stars in a large system is quite tedious.
 
I think there should be an option to go to the system view of your target system, and manually select which star you jump to in the system. of course, if you dont have the system data you have to default to the primary and deal with the trek. i just dont see an economic reason for the primary star in a system like LHS 3447 to be ~105k Ls away from any of the stations...
 
I love the way the engines spool up out of control or tries too, It's a great simulation of a rocket type engine, reminds me of the early fighter jets like the p-80. Simple thrust , no thrusts style propusion. Once you get used to it, and learn it's curve you can almost feel the gravity of planets and moons.
 
I actually liked the beefier mass shadows of the first iteration in alpha and premium beta 1. I haven't found current transit times to be much faster that before the change because I never used the "cruise control" method in the first place.

i learned how to take advantage of local Witchspace topography to minimalize my deceleration time instead. It's harder to do now accurately, but I don't want to see another mass shadow nerf. There's still some skills to be learned in Supercruise, and I like it that way.
 
Back
Top Bottom