The Direction We Take

I came into the game after Horizons and engineering. I started on the PS4 and then started over on the PC. When I restarted, I had a good and interesting time in the sidewinder again. It has a short jump range and navigating between stars was a lot of fun because not all routes can get where you want to go.

This made me consider how the game must have been before engineering. I think the game of navigation between stars must have far more interesting (and frustrating at times) when jump ranges were shorter. Alas, I lack the experience to know for sure.

There were other directions the game could have gone over the years to improve transportation capabilities that could have been interesting too. These methods could have used many ideas from players like jump gates while leaving navigation between stars more challenging.

Think about it, in character, pilots would also would wish to speed up travel. After Colonia, pilots would wish to travel to and fro. The big factions would wish to expand into space. The two space stations between the Colonia and Sol bubbles would eventually grow into larger bubbles too. Space Outposts would pop up near the neutron highway below all bubbles. A bubble in the center of the galaxy would form and in all sectors where the superpowers and other factions, with the means, would have interests.

Those jump gates could have found uses too. The superpowers would have interests in such technology too. Gates could have been rare due to the enormous costs. A jump gate could be established between the spiral arms that the Sol and Colonia bubbles are on to speed travel from somewhere below the Sol bubble, where the neutron stars fail, to where they are plentiful on the Colonia arm.

This kind of expanding "road" infrastructure, along with new and expanding bubbles of civilization, is logical to expect. There could have been multiple, simultaneous, and long lasting community goals in many various places around the galaxy as different factions undertake their initiatives.

Don't get me wrong. I think that having increased FSD range is a valid choice for the game. It changes the game but there is still many directions the game could be taken. I wonder how humanity (and other forms of life) will expand and grow in this galactic sandbox.
 
This made me consider how the game must have been before engineering. I think the game of navigation between stars must have far more interesting (and frustrating at times) when jump ranges were shorter. Alas, I lack the experience to know for sure.
The Jump range inflation made me give up Exploration entirely. Maybe I had done it all, maybe not, but I know when 35ly was a big deal and you only plotted 1 Kylie at a time, it was a lot more engaging. It didn't require a degree in astrophysics, but it DID benefit you to think about where in the galaxy you were and in some ways Navigate a route. Too high or low on the plane and you were not guaranteed be able to cross between the arms easily (or at all!). You actually had to keep an eye on fuel levels and keep a lookout for stretches of non-scoopables.

Ah the good old days. It took longer, but the journey was far more enjoyable.
 
Back in these days you were not able to exclude star classes from rout plotting. I remember occasion whe it seemed to travel through deserts of brown dwarfs. And even earlier - before the 1000 Ly route plotting - every jump had to plottet individually.
The other issue was the high danger of getting caught in binary systems between the suns and get cooked alive.

So exploration nowadays is basically being on a sightseeing trip ...

o7
 
This made me consider how the game must have been before engineering. I think the game of navigation between stars must have far more interesting (and frustrating at times) when jump ranges were shorter. Alas, I lack the experience to know for sure.
One of the many reasons that most people are glad it's Frontier designing the game and not me is that I still hold that changing away from a fixed 7 LY range was Frontier's worst design mistake in the sequels. :)

Probably with the star density around the bubble, fixed 10-12 LY range would have been more appropriate to give Elite Dangerous the same feel. Obviously a lot of other things would need to have been done very differently as a result (e.g. the expectation that people would routinely criss-cross the bubble to see engineers or do CGs), but the gameplay that can arise from a more fixed "jump map" is I think something this version really misses.
 
tl;dr call me a nitpicking but somehow I'm not optimistic about getting jumpgates any time soon.... Here's why:

Valid point with the jumpgate, OP. From what I've seen the level of tech is remarkable. Humanity has mastered FTL and terraforming. Yet we can't request docking outside 75000 cm, the vast majority of planetary bases have been built on the dark side of tidally locked planets seemingly to avoid the most abundant energy sources as much as possible, pilots can keep a limited amount of data materials, factions have to send messages using ships (haven't they got encrypted mail cloud services in the 4th millenium? I know we do. And it's not like our ships computers are unhackable: the "mysterious" (and for me very unwanted) stranger/ engineers can freely access them), we can plot a route to Alpha Centauri but we have to grow old to get to Proxima Centauri (the free Anaconda doesn't give me back my waited time), our ships can have massive hull upgrades and those sheets of perspex windows make me feel SO safe and gravity wells are expensive so orbital stations are a very good idea: even more brilliant to face their entry/ exit points toward the planets and make their orbits parallel on the planetary rotation planes, so they are behind planets a significant amount of time: we wouldn't want incoming deepspace traffic which will mostly approach from the main star, to be tooefficient, do we?
 
The immersionists would have a stroke. Loading screens for days is something they take a masochistic pride in. They claim things like "jump gates will devalue the exploration i already did" as if their time recreating at the computer has some kind extrinsic value to the rest of society. Despite being no less realistic than the rest of this farcical albeit entertaining video game.
 
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