What is the POINT with Nav Beacons??? Can FD Improve on them perhaps?

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Ok, I agree that they are Nav Beacons and apparently needed to navigate/jump to a star or help calculations or something.

Or not since we can explore systems that lacks said nav beacons. 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 (Basically a space-pier with a lot of external platforms and no internal hangars)
-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.)
 
Navigation Beacons hold the latest data on the location of all the main bodies in the system.
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As you arrive the data is downloaded into you ships computer so you don't have to track data on millions of celestial bodies
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They are closeish to the sun but not too close so you don't affect the systems as you hyperspace in
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I live by a major coastal port - if I go down to the beach there are loads of boats anchored off shore close to a beacon - some are waiting clearance to dock some are just sitting around on the outside waiting the next load and hovering up the local TV without paying any charges.
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That isnt confusing - neither are navigation beacons
 
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They do not make much sense now (I mean, having ship hanging arround them makes little sense).
What I would do is the following (that I suggested many times) :


  • When planning a route in the galactic map, add an option box "use nav beacons".
  • If "use nav beacon" is enabled, your ship as an increased jump range (as FSD boost 1), but you drop in normal space at the nav beacon instead of SC.
  • Make explorers able to carry and deploy nav beacons, and get some money for it.

For traders, it allows them to use routes otherwise not availble. But then you drop in a predictable location, in normal space. That is good for pirates too.

For combat ships with bad range, it allows faster travels, but beacons might have hostile patrols / guards.

For explorers it allows to build "routes" to ease travel. I could see this as really cool if colonies outside the bubble are started. Also, it would allow to build bridges for other explorers between star "gaps".
 
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