Ok, I agree that they are Nav Beacons and apparently needed to navigate/jump to a star or help calculations or something.
Or now, since we can explore systems that lacks said nav buoys. So perhaps it's a communication satellite, could make sense.
But what the hell does everyone and their grandma DO there.
-There are always ships there for no reason
-Wanted people seems to have their local watering hole there for everyone to shoot (seems suicidal to me)
-TRADERS stop with their escorts there (WHY? Makes no sense)
FD, please do something LOGICAL with them. Hell, let's be extreme.
-Make ALL jumps land in normal space after a jump within 10 kilometers of the Nav Beacon (see, now it's an actual navigation beacon)
-Add option to OVERRIDE landing at Nav beacon costing a little wear and tear on the ship as you force the drive to remain in Frameshift
-Jumping to systems with no Nav Beacon takes SLIGHTLY less fuel due to less precise navigation demand (boost for explorers perhaps)
-Add a small space loading dock
-Make said dock well protected (no firing within 5 kilometers of Nav Beacon)
-Add a CRAPLOAD of NPC traffic to said beacon area since this is THE arrival HUB for the system.
-Add the supertankers/container ships from Elite II to be the regular transports using said HUB.
-Add MISSIONS for doing stuff at nav beacons.
What's the effect of the above?
-Wanted people and pirates now have a REASON to be there, to raid incoming traffic
-Law enforcement and blockades now have a reason to be there too in order to stop the above
-Elite becomes slightly more dangerous (High wake to another system is still possible)
-It would add a little more LIFE to systems
-Adds more tactical options to entering a system
-In-system transport missions (BULK) between Station-Supertankers is now an option
Optional additions
-Add Nav Beacons to OTHER stars within a system and players can choose which one they want to land at (in this case I would suggest removing the override option to remain in Frameshift since it would be too easy otherwise.)
Or now, since we can explore systems that lacks said nav buoys. So perhaps it's a communication satellite, could make sense.
But what the hell does everyone and their grandma DO there.
-There are always ships there for no reason
-Wanted people seems to have their local watering hole there for everyone to shoot (seems suicidal to me)
-TRADERS stop with their escorts there (WHY? Makes no sense)
FD, please do something LOGICAL with them. Hell, let's be extreme.
-Make ALL jumps land in normal space after a jump within 10 kilometers of the Nav Beacon (see, now it's an actual navigation beacon)
-Add option to OVERRIDE landing at Nav beacon costing a little wear and tear on the ship as you force the drive to remain in Frameshift
-Jumping to systems with no Nav Beacon takes SLIGHTLY less fuel due to less precise navigation demand (boost for explorers perhaps)
-Add a small space loading dock
-Make said dock well protected (no firing within 5 kilometers of Nav Beacon)
-Add a CRAPLOAD of NPC traffic to said beacon area since this is THE arrival HUB for the system.
-Add the supertankers/container ships from Elite II to be the regular transports using said HUB.
-Add MISSIONS for doing stuff at nav beacons.
What's the effect of the above?
-Wanted people and pirates now have a REASON to be there, to raid incoming traffic
-Law enforcement and blockades now have a reason to be there too in order to stop the above
-Elite becomes slightly more dangerous (High wake to another system is still possible)
-It would add a little more LIFE to systems
-Adds more tactical options to entering a system
-In-system transport missions (BULK) between Station-Supertankers is now an option
Optional additions
-Add Nav Beacons to OTHER stars within a system and players can choose which one they want to land at (in this case I would suggest removing the override option to remain in Frameshift since it would be too easy otherwise.)