We could use more nav beacons

For further clarification, please go into detail why this is a benefit to us.

Maybe don't go exploring or visiting bodies/stations out past 200k ls, leave it to those that are more determined. There are plenty of systems with bodies and stations/settlements that are in short supercruise range, sounds perfect for someone who doesn't want to travel far
 
Maybe don't go exploring or visiting bodies/stations out past 200k ls, leave it to those that are more determined. There are plenty of systems with bodies and stations/settlements that are in short supercruise range, sounds perfect for someone who doesn't want to travel far
That didn't answer the question though.

In response to your canned comment, I personally will travel beyond 300kls for a destination. Or further if what I want is on the other side. You're telling me not to do something I'm OK doing and haven't yet said I don't want to do.

I still don't think it's fun though. There's a big gap between a person saying they don't want to do something and someone saying they'd prefer it if it worked differently.

Back to my questions though... I was interested to know who the snowflakes are and how you define them, how 300kls+ helps eradicate them and how that enhances the game for you.
 
Back to my questions though... I was interested to know who the snowflakes are and how you define them, how 300kls+ helps eradicate them and how that enhances the game for you.
Those who are afraid of a challenge? Believe me, in the past week I've scanned likely over 300 systems looking for something I did not find. Do I want to do that? No, but if I find it, will I be happy? Yes. Challenge and difficulty are good things.
 
Those who are afraid of a challenge? Believe me, in the past week I've scanned likely over 300 systems looking for something I did not find. Do I want to do that? No, but if I find it, will I be happy? Yes. Challenge and difficulty are good things.
Ah, yes, the amazingly difficult challenge of "not touching the controls for 15 minutes".

It's not even as if you can be interdicted if you decide to go for a walk and come back when you're near the destination, because of the way the speed curves work you're only ever in danger of that at the start and end of a supercruise trip.
 
🤷‍♂️ If nothing else but for the sake of convenience, and making the game less tedious with the unnecessarily long flights to your destination. All they need to do is blanket each star system with more navigation beacons, that way, all I have to do is pick the one that is closest to my destination. It will take me five minutes to get to the station, instead of 15-20 minutes. I mean, these are basically akin to little futuristic VOR/TACAN stations, except in space, so flying would be less of a chore and more realistic (there is that word again) if I had a little more control over how I plot my route and exactly where I stop in each star system. This would also somewhat help solve the problem with griefer's as well, since they would have to take a wild guess as to exactly which navigation beacon you'll use. The default beacon selected would of course be the one closest to the sun for the sake of brevity, but really, if this were for real, these star systems would be chalk full of beacons to use. 👍👍

Guess it's already been suggested multiple times.
Get a fleet carrier - they revolve around a different gameplay style and can be jumped to any body in a system.
 
Ah, yes, the amazingly difficult challenge of "not touching the controls for 15 minutes".

It's not even as if you can be interdicted if you decide to go for a walk and come back when you're near the destination, because of the way the speed curves work you're only ever in danger of that at the start and end of a supercruise trip.
Time spent = is it worth it? That's challenge enough for many.
 
Ah, yes, the amazingly difficult challenge of "not touching the controls for 15 minutes".

It's not even as if you can be interdicted if you decide to go for a walk and come back when you're near the destination, because of the way the speed curves work you're only ever in danger of that at the start and end of a supercruise trip.
Exactly :)
 
One thing, ships do not drop from jump to nav beacon, but rather near highest mass. In fact in deep frontiers of galaxy there are NO nav beacons.
 
As I pointed out to you elsewhere - nav beacons play no part in where you arrive. H-jump arrival is determined by the largest mass in the system. :rolleyes:

Yeah, what a joke...that deep space long range navigation done strictly via old school dead reckoning is still the case thousands of years into the future...thats just too bad, that the gameplay gets restricted because of the games lore. 😔
 
Then its not really a true "nav beacon", its just there to look pretty. oh well then. 🙃
Interestingly, they were even less purposeful at launch but fdev eventually added their existing functionality (scan to get system data) after a forum member suggested it and fdev loved the idea.

So they do sort of retain a valid name for that. It's a beacon for all visitors to the system to help them navigate onwards.

I think we can neatly ignore them if we're talking about enhancing in system travel though. It might even be the same thread that Sandro suggested in system jumps to stars. But I vaguely recall them later saying it just won't happen (I think it was a live stream).

So, as nice an idea it might be, I don't think we'll ever see it.
 
One thing, ships do not drop from jump to nav beacon, but rather near highest mass. In fact in deep frontiers of galaxy there are NO nav beacons.

Yes, I get there being no beacons in undiscovered non-colonized systems. But for populated star systems, it makes no sense at all. They would be chalk full of nav beacons.
 
Interestingly, they were even less purposeful at launch but fdev eventually added their existing functionality (scan to get system data) after a forum member suggested it and fdev loved the idea.

So they do sort of retain a valid name for that. It's a beacon for all visitors to the system to help them navigate onwards.

I think we can neatly ignore them if we're talking about enhancing in system travel though. It might even be the same thread that Sandro suggested in system jumps to stars. But I vaguely recall them later saying it just won't happen (I think it was a live stream).

So, as nice an idea it might be, I don't think we'll ever see it.

Yeah, my concern was regarding system to system travel, and not so much in-system travel. Much like the combat system, it doesn't seem like that much thought was put into the gameplay's methods of travel either.
 
Yes, I get there being no beacons in undiscovered non-colonized systems. But for populated star systems, it makes no sense at all. They would be chalk full of nav beacons.
Nav beacon has just only one function, it is convenient place to download system navigation data. If you do not want to run DSS yourself. Apart from that there is of course npc traffic. But it doesn't really affect jump out points and such.
 
Yes, I get there being no beacons in undiscovered non-colonized systems. But for populated star systems, it makes no sense at all. They would be chalk full of nav beacons.
Nav beacon has just only one function, it is convenient place to download system navigation data. If you do not want to run DSS yourself. Apart from that there is of course npc traffic. But it doesn't really affect jump out points and such.

Yeap, i usually scan them when HGE hunting or when having missions that rely on USS (blackboxes, pirates, massacre, whatever mission that does not send you directly to a Station)
Very useful, especially in systems with tons of USS
 
Yeah, my concern was regarding system to system travel, and not so much in-system travel. Much like the combat system, it doesn't seem like that much thought was put into the gameplay's methods of travel.
A ton of thought was put into it actually. I just think fdev feel happy enough players love sitting staring at their screen for ages doing nothing so it's not important enough to change this (needing to supercruise between intra-system stars) really but what we have, as flawed as it is from an objective "game play" perspective (there's no game play, at all, when supercruising very long distances), did go through a lot of processing to arrive at where it is.

Doesn't mean it can't be improved... It just probably won't be.
 
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Nav beacons are just wrong in their current iteration, you shouldn't have to drop out at one. They should be broadcasting their data continually across the entire solar system and be destructible so that you could disable them or even repair them if need be. That type of gameplay could be a good addition to the game.
 
Nav beacons are just wrong in their current iteration, you shouldn't have to drop out at one. They should be broadcasting their data continually across the entire solar system and be destructible so that you could disable them or even repair them if need be. That type of gameplay could be a good addition to the game.
Again, the nav beacon has literally nothing to do with where you drop out. It serves to reveal the navigational info for the system i.e. bodies, stations, POIs, and USSs. If the nav beacon had something to do with where you drop out then how would you be able to travel outside of inhabited space, where there are no nav beacons?
 
Yeah, what a joke...that deep space long range navigation done strictly via old school dead reckoning is still the case thousands of years into the future...thats just too bad, that the gameplay gets restricted because of the games lore. 😔

I think perhaps the joke is on you. ;)

You really need to put your thinking cap on and think about the implications if the ship were to navigate TO a nav beacon - a whole hemisphere and a bit would either be unapproachable or you would materialise inside the star.

Hardly dead-reckoning is it to target the largest mass in a star system up to hundreds of light-years away (with NS boost). :rolleyes:

This failure to accept a basic premise of the game comes up from time to time, just because they are named Navigation Beacons - if they were called Information Beacons then perhaps people would be less prone to make incorrect assumptions.
 
Interestingly, they were even less purposeful at launch but fdev eventually added their existing functionality (scan to get system data) after a forum member suggested it and fdev loved the idea.
I assume in the original pre-supercruise travel plans, you would indeed have dropped into a new inhabited system at the nav beacon.

Supercruise is better overall but I think they ended up with a bunch of things not quite working as a result
- nav beacons which didn't do anything
- signal sources took until 3.3 to get working
- pointlessly distant stations
 
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