General Supercruise travel time

Disclaimer: I don't personally have problems with long travel times in supercruise. It enables to feel the scale of space. I would just like the time spent supercruising to be a little more entertaining or have an alternative.

What if...

...we had a module which could let us deploy temporary navigation beacons at distant POIs such as secondary stars, planets, distant outposts etc?

Some details how it could work:
  • The probe can be launched either from the FSS scanner or supercruise (directly targeting and pointing towards destination POI if it is discovered).
  • The deployment time would be proportional (or equal) to travel time in supercruise with supercruise assist.
  • As soon as the probe is launched in the direction of distant object one would get a counter at info panel with the time remaining to the deployment.
  • The temporary navigation beacon would allow to initiate a single in-system hyperjump to its owner.
    • UPD: it could be done in a way similar to interdiction mechanic - so one has to maintain a direction toward exit vector for a given time. In case of failure there would be an emergency drop leading to significant damage of FSD and a cooldown.
  • Deployed beacon could be seen by nearby pilots (as POI) so they can drop at it and destroy (or wait for a ship to jump).
  • After scanning deployed beacon they could also see the countdown timer and the ship signature (model/id).
  • After performing a jump the player would either appear in supercruise at the position of beacon (as after normal hyperjump) or drop from supercruise if there is any other pilot dropped at this POI (occupying POI instance).
  • Depending on module size there could be 1, 2 or 4 probes deployed at the same time (each with individual timer).
  • Module class would affect the time deployed beacon would stay active, e.g. D class would let 15 seconds, so player would have to react immediately interrupting current activity to perform a jump, A class would allow a beacon to stay active for 30 minutes (similar to life support module).
  • Module would have a probe capacity (to be replenished either at spaceport or from materials similarly to limpets).
  • The owner can deactivate deployed probe remotely.
  • The deploying probe would be shown to its owner at navigation panel (as POI, with countdown timer showing time to deploy)
  • The deployed probe would be shown to all players (able to instance with probe owner), with remaining time after deployment (visible only to its owner).
  • All deployed beacons would be deactivated on logoff (so would not be permanent objects as FC).
  • Switching between ships and jumping to another star system would automatically remove/deactivate all deployed/deploying beacons in the current system.
  • (Optionally) Deployed probe can be collected after performing a jump to replenish without spending materials. Or stolen by another commander.

So main idea of having this module is to let player do meaningful activity (e.g. scanning primary star planet surface or complete missions), while probe is being deployed (if they wish to do it and sacrifice optional slot for the module as a tradeoff).

I see it to be potentially usable for many roles/activities. As one example - traders would get the opportunity to travel to the close proximity of the destination station if they managed to escape danger of being interdicted in the proximity of main star. But pirates at the destination POI on the other hand would know that there is some ship potentially incoming when they see deployed beacon.

What do you think? Would it break any gameplay mechanics? Would it work as intended? Can be exploited?
 
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i have previously recommended adding the option of using the power distributor in supercruise, if you put pips in eng you go faster but hotter, if you put them in sys you go slower but cooler, for weap i have no idea what could be used, but maybe cutting travel times in half by runing the ship hotter is not a bad trade and is also riskier when you can get interdictedwhile runing hot or going too fast for a planetary/station approach.
 
i have previously recommended adding the option of using the power distributor in supercruise, if you put pips in eng you go faster but hotter, if you put them in sys you go slower but cooler, for weap i have no idea what could be used, but maybe cutting travel times in half by runing the ship hotter is not a bad trade and is also riskier when you can get interdictedwhile runing hot or going too fast for a planetary/station approach.
or you could just use the current mechanics to greatly cut down on travel time.
a straight line generally isn't the fastest. Run races with your friends and you'll see the current system has a lot of room to decrease travel time that's more involved than just sliding pips.
 
i have previously recommended adding the option of using the power distributor in supercruise, if you put pips in eng you go faster but hotter, if you put them in sys you go slower but cooler, for weap i have no idea what could be used, but maybe cutting travel times in half by runing the ship hotter is not a bad trade and is also riskier when you can get interdictedwhile runing hot or going too fast for a planetary/station approach.
This idea could be combined with mine in a way that:
  • the difficulty of minigame (see UPD above) (and therefore the travel speed) can be increased by adjusting the "speed" control, which in turn uses more energy from power distributor (requiring to put more pips to engine) and produce more heat
  • to stabilize the flight (lower the difficulty) one can decrease the speed (and also put more pips to the system)
Some sort of mingame to achieve certain balance.

In a similar way the interdiction minigame can be changed, also introducing some random encounters like mini-asteroids, which would require to adjust trajectory and/or speed dynamically.
 
or you could just use the current mechanics to greatly cut down on travel time.
a straight line generally isn't the fastest. Run races with your friends and you'll see the current system has a lot of room to decrease travel time that's more involved than just sliding pips.
That's true. And it would be great if game can teach a little better how to use these mechanics. E.g. having an improved version of supercruise assist, which would visualize optimal path (e.g. showing gravity wells with different colors) and used it to get to the destination faster in exchange to requiring more power/weight for the module usage.
 
the idle time is your reward for choosing not to fly the ship yourself.
it takes a little longer to get there, but requires no input from you.
if you want to get there quicker and with more interaction, um... shut off the autopilot.
fly a berth around the things that slow you down.
fdev generally rewards those that play the game, not those that let the game play itself.
 
the idle time is your reward for choosing not to fly the ship yourself.
it takes a little longer to get there, but requires no input from you.
if you want to get there quicker and with more interaction, um... shut off the autopilot.
fly a berth around the things that slow you down.
fdev generally rewards those that play the game, not those that let the game play itself.
Thanks for your opinion. Not sure where in the original suggestion you read about "letting the game play itself". It is actially quite opposite.

I totally understand how one can use idle time flying supercruise with assist module and I sugest the meaningful alternative.
 
Thanks for your opinion. Not sure where in the original suggestion you read about "letting the game play itself". It is actially quite opposite.

I totally understand how one can use idle time flying supercruise with assist module and I sugest the meaningful alternative.
i get the opinion of not playing the game by setting autopilot and letting the ship fly itself.
the alternative, as i have said, is in game. shut the autopilot off, and you will have something to do the whole flight and if you are skilled you will get there faster.
so yeah, the extra time is your reward for letting the game play itself while you watch. if you find it boring, or taking too long, fly the ship yourself.
 
i get the opinion of not playing the game by setting autopilot and letting the ship fly itself.
the alternative, as i have said, is in game. shut the autopilot off, and you will have something to do the whole flight and if you are skilled you will get there faster.
so yeah, the extra time is your reward for letting the game play itself while you watch. if you find it boring, or taking too long, fly the ship yourself.
Look, we have currently 2 alternatives. I suggest 3rd, which is quite different from both we have and may provide unique experience. And it has its own pros and cons. And also optional - as well as using supercruise assist.
 
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