The Nav Beacons

Frontier, if you are going to call these floating objects "nav beacons", then let them actually behave like real nav beacons, and not like these silly space kiosks or google search engines. Scatter them throughout the colonized star systems, so that we can use them to actually jump to out of hyperspace. Screw the lore, this is about improving the gameplay. There are certain stations that takes an unnecessarily insufferable amount of time to get to when it can be easily avoided if I can just use the so called "nav beacons" to navigate to them within ten minutes begin with, instead of it taking thirty minutes like it does now.
 
IIRC the original game design was that you could only jump into systems with a Nav Beacon and the nav beacon would actually be the entry-point into the system (ie, you'd end up in real space not supercruise). To jump to "uncharted" systems would require additional equipment and would be dangerous.

Unfortunately this was never realised.
 
Umm, don't go to them?

I have a mission requiring me to go to such station where I can get fined for not completing it, and all you have to say is "don't go there"....Right, this is why the ED community is a joke to me. There really isn't much interest in actually improving the game in any meaningful way. 🙄......I have a better suggestion then, remove all such stations from the game completely, because its not a good look on the game itself. Its only a prime example of bad game design.
 
When using missions boards scrolling down will display SC distance to destination.

Dude, I'm about actually offering solutions to this problem, one of this games MANY issues that forces me to give it no more than a 6.5/10, not for ways around it. If they aren't going to actually address the problem by actually making Nav Beacons useful and spreading them around within more reasonable distances to these stations, then the stations don't need to be there in the first place, period. No one wants to bother going to such stations anyway. This, by the way, will also make it a lot harder to get robbed by these "gankers", since it'd be harder to predict your jump point.
 
The system arrival point is next to the main star - with or without a Nav Beacon, i.e. not all stars have Nav Beacons orbiting them.

Never said anything about all stars having nav beacons. If there is a nav beacon there at all, then obviously its because the system has been explored already and colonized. And, since the issue obviously is not going to be addressed at this point, then the least they can do is change the name to "space kiosk", because thats all it really is. It is not a nav beacon at all.
 
I have a mission requiring me to go to such station where I can get fined for not completing it, and all you have to say is "don't go there"....Right, this is why the ED community is a joke to me. There really isn't much interest in actually improving the game in any meaningful way. 🙄......I have a better suggestion then, remove all such stations from the game completely, because its not a good look on the game itself. Its only a prime example of bad game design.
I believe that the way the frame shift technology was envisaged for the Elite universe is that it is gravity based and is dependent on mass. As far as I'm aware, the arrival point in any system is always the celestial body with the greatest mass within the destination system. With this in mind, it's highly unlikely that FD would ever adopt your suggestion.
Don't be too hard on the Elite community and don't take it personally if some have a bit of good natured fun at your expense, most Cmdrs will go out of their way to assist a fellow Cmdr.
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Turning nav beacons into some kind of teleporter isn’t going to happen.

At one point not so long ago players had no clue how long it was going to take to get to a destination station when taking missions. (Without 3rd party apps)

This was indeed a bad flaw and it was changed.

Now your mission clearly states how far you’re going to have to travel upon arriving in a system in order to hand your mission in. It’s 100% your choice if you choose to sit in supercruise for 15 minutes, some players actually like it because it usually garners a higher reward.

My first post on this forum was exactly like yours complaining about the long travel times, so I understand your frustration. The game isn’t for everyone...
 
Umm, don't go to them?
Or better still, if you enjoy the long Super Cruise journeys, do that, whilst someone else that doesn't like it can jump from beacon to beacon. A mechanic could be introduced that cancels the jump sequence upon interdiction, so that thee wouldn't be an unfair advantage.
 
I have a mission requiring me to go to such station where I can get fined for not completing it, and all you have to say is "don't go there"....Right, this is why the ED community is a joke to me. There really isn't much interest in actually improving the game in any meaningful way. 🙄......I have a better suggestion then, remove all such stations from the game completely, because its not a good look on the game itself. Its only a prime example of bad game design.

The game tells you to check the galaxy map before accepting the mission. That in itself avoids the problem that you have created for yourself when all you had to do was read...

In spite of the warnings the game gives you, you still picked the mission. Complete it or take the hit, its a 'you' problem nothing more.

Dude, I'm about actually offering solutions to this problem, one of this games MANY issues that forces me to give it no more than a 6.5/10, not for ways around it. If they aren't going to actually address the problem by actually making Nav Beacons useful and spreading them around within more reasonable distances to these stations, then the stations don't need to be there in the first place, period. No one wants to bother going to such stations anyway. This, by the way, will also make it a lot harder to get robbed by these "gankers", since it'd be harder to predict your jump point.

It isn't a problem, some players prefer the longer journeys and gankers tend to not chase you on them. As such, it does not need a solution.

Shorter journeys are catered for just as well if not better.
 
I totally understand the OP's frustration. In early 2014, when Super Cruise was introduced during Premium Beta (maybe just before in Beta), it felt like a labourious and pointless exercise, as there was and still is, little to do of value to me during what can be a very long time. Signal sources that randomly appear requires one to spend ages in order to 'investigate', and that isn't entertaining to me, and pointing at something and watching a Space Speedo just to slow down at the correct distance is tiresome; not a challenge or a test of piloting skills.

Some Commanders do enjoy the journey time. I've read many posts expressing that they get pleasure from the wonder of the sights and perceiving the scale but, in my opinion, you'll never get to truly visualise the scale at any speed. Taking an hour to get to a station, mostly doing nothing but tweaking pitch and roll occasionally, is nothing like the years and years it would take at speeds we can understand, so the sense of scale is a non starter; it just means it takes up a lot of gaming time; so this indicates that star systems are way bigger than Grand Theft Auto with a lot less to do in it; which it is.

It's the things in space that I want to interact with; not space itself, because that is literally nothing to interact with, although there may be Commanders that relish the idea of Matter/Anti matter manifesting/annihilating as a POI, knowing that it would take even longer than system wide navigation and therefore a challenge.

The only analogy I can think of, that may illustrate my view, is that if I were to go to the depths in a submersible, it wouldn't be to look at water. That's a really bad one, even by my standards, but I'm leaving it here.

I've also read many posts in other threads, criticising points such as the one made by the OP's on this thread. The most common one that I've seen, suggests that anyone objecting to the long journeys is in some way a child that wants everything now, or things handed on a plate, 'back in my day' etc etc. Well I'm in my 50's, as are many making such criticisms, and my generation were found at fault for playing video games for many of the same reasons mentioned above. The pot and the kettle getting a look in again, and having such rhetoric on a gaming forum is quite amusing, these things considered.

I spend a large portion of my gaming time in Elite, where the only thing being challenged is my time.

When it comes to taste, it's good to have a choice.
 
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some players prefer the longer journeys and gankers tend to not chase you on them. As such, it does not need a solution.

Shorter journeys are catered for just as well if not better.
What's your point?:

'The thing you like is at least as good as, if not better than, the one you don't like, so the thing you don't like, that is perhaps not as good, is the better option.'?

Sounds like a Monty Python sketch.
 
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....Screw the lore, this is about improving the gameplay. There are certain stations that takes an unnecessarily insufferable amount of time to get to when it can be easily avoided .........
Yeah we could get FDev to 'Screw the Lore'.. and even do what you ask...make all travel distances the same (short as possible???); then we would have a generic A-to-B-to-C-to- etc. etc. 'game' with not a hint of huge distances traveled IN SPACE, just hop job to job without a thought for the complexities and distances involved in space travel that Elite Dangerous as a SPACE Simulation simulates as well as the medium currently allows. Sounds like you need a 'game' that gives you fixed parameters of play/enjoyment... Snakes & Ladders perhaps? ;) o7
 
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That's as maybe, but in the original game, you could make many jumps within one system unless mass locked, and only up until reaching a certain distance from the destination.
I wasn't referring to E84 and that didn't have in-system jumps either. You had the equivalent of the FSD, it just wasn't animated as nicely nor did it have entry and exit procedures and instead of interdictions you had mass-lock.

There are pros and cons to the current system but ultimately, as has been pointed out several times now, it's player choice whether to take a slightly more lucrative but time-consuming mission to a distant destination, or to just concentrate on the missions within a couple-hundred-LS from the main star. At least it gives a tiny sense of difference between the systems.

Yes, space is big, mostly empty, and very similar. There's only so many ways (broadly speaking) that nature (and hence a game simulating it) can arrange a bunch of rocks. Unfortunately without fundamentally changing the game and some of its core features the statement that this game is not necessarily for everybody does hold true.
 
Don't go to Hutton.....

A large part of the game is flying and doing nothing, just the periods of nothing are longer sometimes.

No different to some peoples commutes to work in real life, if the job is 3 hours away that's what you do.
 
It already does. From system to system.
Then how do we explore out in the black if nav beacons are necessary for travel?

I've always taken navigation beacons as in system signposts with absolutely nothing to do with other systems. It's a detailed system map that can even provide information on the whereabouts of npc's or current local emissions.

Either way, I don't see them changing or feel that they even need to change. The whole 'it takes too long' argument has been around since forever and is still nothing to do with nav beacons.

OP just needs to take an extra moment reading their mission briefs before accepting them. The only time I've been forced to spend a long time in supercruise is unlocking Liz Ryder as her prerequisite is always a long distance data mission, because Frontier like to mess with us sometimes.
....ok, all the time.
 
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