Weren't we supposed to be able to jump to a secondary Star in a system in 1.3....? Am I just doing it wrong?

Put me in the camp of thinking it's high time you should be able to jump to any significant body in a system. I know this would break the SC feel for a lot of people - but I think there are more players for whom this is just an irritation. If the maximum accuracy was a couple of hundred ls then you don't completely remove the need to SC around a bit (and this have the chance to chase someone down and interdict them), and you'd still need to SC around to investigate those USS points, Crime Sweeps, Combat Zones, RES, exploration, etc. It would definitely speed up the game play for those who prefer it that way *cough*XBox players *cough*

It would also break the SC tactical play that a lot of people enjoy, by putting what amounts to an 'instant win' button in the game. If you can bypass the vast amount of SC, you also bypass any chance of bounty hunters finding you and pirates pirating.

If Fdev changes this, it would actually hurt the game in more ways than help it.
 
What would be awesome is a kind of ultra cruise :D It would fast travel from different stars in systems (direct from star A to star B) and would look like the hyperspace effect used in the capital ship battle video from a while back :D

Hah, while that effect is absolutely staggering, I think for impact/awe-inspiring reasons it's likely to be reserved for things with gigantic mass, like those capital ships. :)

Oh, I just had a thought! Regarding the potential of micro-jumps: what if, hypothetically, when people did micro-jumps, instead of dropping out into supercruise at the end like a hyperspace jump, they instead drop into normal space? Suddenly there'd be a natural in-lore explanation for all the ships in normal space at Nav Beacons... the beacon is actually there as a reference point for other people in the system to know where the system jump-in is, rather than for people outside the system arriving. After all, there's no nav beacons at unexplored stars out beyond inhabited space, so they're clearly not required to jump into the system. The Nav Beacon as a traffic marker? And people micro-jumping back to the original jump-in star from within the system are all the ships at the Nav Beacon, waiting for their FSD cooldowns to complete (or people there to jump them).

In gameplay terms, there could be a fairly long FSD cooldown after a micro-jump (like after an interdiction), and the drop to normal space means people then have a decision to make - do I risk ending up at a known choke-point, waiting for my FSD cooldown, or do I just supercruise the trip instead? Takes longer, and I'm visible in supercruise - but the dynamics might change with more pirates waiting in normal space at beacons, so there's less watching supercruising ships. To a pirate, anyone who jumps in on the beacon is guaranteed to have a long FSD cooldown, and you're saved the trouble of interdicting and the damage that can result, so it creates opportunities for them to ambush impatient people who would rather micro-jump than supercruise. The cooldown also does something to enforce the sense of size in space - in lore terms, you can choose to use your FSD drive to make this kind of jump, but the nearby mass once you're in system means you're overcharging it to overcome the masslock - hence the long cooldown. You're asking a lot of your FSD to basically do a hyperspace jump (even a miniature one) within the mass of a system and it needs a long time to recover - and it gives you a sense of cost to jumping such a distance instead of letting your FSD operate in the far less demanding supercruise mode to cover that distance instead. Even more so if there are obvious audio cues and other real effects - the whine of the FSD sounding like its going to tear itself off its bearings when you spool up, and then winding down with a groan at arrival, and your heat rising alarmingly - unlike say a normal charge, it increases it by 50% (or a graded increase based on FSD rating, but far more than charge to hyperspace or charge to supercruise).

It also explains what kind of jump capital ships might be making within system currently.

Hm, I better stop rambling.
 
It would also break the SC tactical play that a lot of people enjoy, by putting what amounts to an 'instant win' button in the game. If you can bypass the vast amount of SC, you also bypass any chance of bounty hunters finding you and pirates pirating.

If Fdev changes this, it would actually hurt the game in more ways than help it.

I'm with you on this. But I'm not totally against micro jumps to other stars in the sytems that are over 100,000 LS away or something like that.
 
It would also break the SC tactical play that a lot of people enjoy, by putting what amounts to an 'instant win' button in the game. If you can bypass the vast amount of SC, you also bypass any chance of bounty hunters finding you and pirates pirating.

If Fdev changes this, it would actually hurt the game in more ways than help it.

Would the existence of possible choke points offer more options to pirates perhaps?

Let's say there's effectively a Nav Beacon at every star within a system - a place where those micro-jumping will definitely arrive, and they drop to normal space. They then have a long cooldown for their FSD (as bad as an interdiction), before they can go to supercruise and continue.

This means whether to micro-jump or supercruise becomes a risk-reward choice.

A pirate would know the Nav Beacons at each star. They don't even have to attack them at the beacon in normal space. They could wait nearby in supercruise, and watch people as they come out of the beacon into supercruise and interdict there. Quick enough, and the speed might be less than 1000 Mm/s, so the interdiction doesn't cause damage.

Wings of pirates could 'mark' each beacon in a system, if they were looking for someone specific.

At the same time, they could still watch supercruise, in case some people have decided not to risk the micro-jump's predictability and are free-form supercruising to their destination instead, taking the long 'under the radar' route.

There'd be significant choices and possible bluff/double bluff mechanics opened up by it.

Is there anything to implementing it that way?
 
Slightly off topic, but I had an Idea about with massive risk to your FSD drive you take a longer jump than what your drive can handle, such as for each LY above what it can safely handle your FSD drive has a 5% chance of being destroyed or damaged, or it takes damage with a percantage chance of it being destroyed.
 
Slightly off topic, but I had an Idea about with massive risk to your FSD drive you take a longer jump than what your drive can handle, such as for each LY above what it can safely handle your FSD drive has a 5% chance of being destroyed or damaged, or it takes damage with a percantage chance of it being destroyed.

Or, it just drops you off in interstellar space. Dark, cold and alone....and....THARGOIDS!
 
Please please let us choose which star to hop to. Spending 10+ minutes of real time to get somewhere in a system is really tedious and this will help a lot.
 
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Slightly off topic, but I had an Idea about with massive risk to your FSD drive you take a longer jump than what your drive can handle, such as for each LY above what it can safely handle your FSD drive has a 5% chance of being destroyed or damaged, or it takes damage with a percantage chance of it being destroyed.

Heheh, I absolutely love the idea at the basic level - overcharging your FSD.

I can see a lot of potential problems though - there could be a level of exploitation based on the use of AFM's to consistently jump much further than you ought to be able to. There's a balance to the jump ranges of the ships currently - this could throw it off completely. A pirate chasing a Hauler currently has an idea of its max jump range with an A rated drive, and can decide whether they can catch it... or fit their ship according to those calculations.

Also if the devs have 'walled' off areas of the galaxy for future expansions by just making the gaps between the edge of that area and the rest of the stars bigger than the max jump range of the furthest-jumping ship with the biggest A-rated drive, then that could mess with it too. You'd have no idea how far some crazy lunatic might go.

I also think the damage to the FSD would have to be guaranteed - and the random element would be just how much damage it takes - each LY adds between 5-10% for instance, and you're not sure how much it would be when you got there. So you could completely destroy your drive if you're unlucky. Perhaps if the somewhat variable FSD damage would be enough to take it to 0%, the whole ship gets ripped apart as the FSD fails to properly manage the transit. That would make an explorer think twice before trying it, heheh, especially if the FSD is already damaged from previous lunacy.
 
Please please let us choose which star to hop to. Spending 10+ minutes of real time to get somewhere in a system is really tedious and this will help a lot.

It is easy enough to avoid those systems that take 5-15 minutes to travel. I really like having something that isn't so easily reached. Makes it so I can have a quiet place that I can dominate. Microjumps should really be there for systems where it can take a half hour or more to get to the other star.

However, the microjumping in Alpha Centauri should fail 100% of the time. :D
 
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I'm with you on this. But I'm not totally against micro jumps to other stars in the sytems that are over 100,000 LS away or something like that.
Yup, I would put it at >200k LS in order to jump safely.

I’d put the limit at 0.01 Ly (that’s 632.4 AU or 315,569 Ls).

Or, to make it look more justified from the lore point of view, make it possible to jump to another star in the same system only if it is more that (0.01/sqrt(M)) Ly away from both the ship and any larger-mass object in the system, where M is the star’s mass in solar masses and sqrt means square root. I think it would work very well in practice; most objects would be still reachable within 10–15 minutes, but some distant brown dwarfs might require longer trips, perhaps about half an hour.
 
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