Why not ? FSD

Didn't know that.
If the game crashed in witchspace I know you used to end up back where you started that jump from but with the fuel needed for the jump that was lost no longer on board, but it is so long since the game crashed like that I don't know if that is still the case.
Idk the game crashing mid jump is how I learned this tbh. I've only tried closing the game mid jump as a means of repeating it
 
Didn't know that.
If the game crashed in witchspace I know you used to end up back where you started that jump from but with the fuel needed for the jump that was lost no longer on board, but it is so long since the game crashed like that I don't know if that is still the case.
Had that a couple of times this week.
Can cause problems on some sketchy explorer builds.
 
Ok cmdrs, my english is not good enough to express my thoughts, so excuse me for mistakes.
Let's not be fixed on this engineered FSD Booster idea, I wrote it's only one idea among others.
Let's see another something. Huge class ships. Federal Frigate, Imperial Destroyer, whatever names. They give the reason for highest
Federal and Imperial Navy ranks. This ships are, of course very expensive, 0,5 - 1 B Cr. they have class 9 and 10 slots. And now, Class
ten slot is enough for Micro Jump module, or class ten FSD which allows microjumps. You must use Tritium. This ships has docking bay
for 1 mid or 2 small class ships, because they can't enter any station. You need some crew. Preparation for microjump and cooldown time is much
shorter than Fleet Carrier. This ships can land on FC, because we can change 2 large pads (from 8) into 1 huge pad.
I hope this solution is still inside the rules of ED universe. But I'm not sure how big is FC FSD, and what's smallest possible capital ship-class FSD.
 
Sometimes, when there's a secondary star with all the stations hundreds of thousands light seconds away, I wish the other star had a nav beacon and you could do beacon to beacon microjumps. However, that would only lead to inevitable "why don't you put beacons next to every station then?".
 
Today you learned the nav beacons have nothing to do with where you jump out in a system. Don't believe me? Just fly on out of inhabited space and see for yourselves. More than 99% of the galaxy doesn't have any nav beacons at all!😁

This gives me an idea for a new forum drinking game.....

🍺
 
I find long supercruise journeys utterly break immersion. Space plenty vast just by virtue of the system jumping you have to do to get anywhere. Having long supercruise journeys doesn't add to that feeling of vastness. Being able to Jump to any Star in the system would be a vast improvement.

The mission reward bonus for long SC times is peanuts compared with the rest of the economic model.

I don't think this'd have that much of an impact on piracy: you still have to travel from the closest star to your destination.
 
People in a 1:1 modeled galaxy complaining space is too big...
Space is too big for today technologies. Not so big for 34th century SF technologies.
1000 years ago our planet was incredibly big and unknown. Today it's the same size, but our technology made it "smaller".
So, I don't complain about space, I complain about in-game technology.
If I can travel 1000 LY in 15 mins, why do I need additional 15 mins from A to B star?
When you have enough credits and some engineers open - you can improve your jump range significantly
But independent from your ships, modules, engineering, credits, materials - you can't do anything to make SC significantly faster.
It's not logical.
 
Space is too big for today technologies. Not so big for 34th century SF technologies.
1000 years ago our planet was incredibly big and unknown. Today it's the same size, but our technology made it "smaller".
So, I don't complain about space, I complain about in-game technology.
If I can travel 1000 LY in 15 mins, why do I need additional 15 mins from A to B star?
When you have enough credits and some engineers open - you can improve your jump range significantly
But independent from your ships, modules, engineering, credits, materials - you can't do anything to make SC significantly faster.
It's not logical.

Logical? Ok.

After all, you know, this game is not for everyone. Sooner you get this, the better.
 
How is it that you can Jump out of a system from most any point,
BUT can only enter a system at the star ?
There should be a FSD assist, that would allow you to enter close to any Body in the target system.
It could come with a Auto Jump Pilot, that would follow a route, and all be combined together
with the Super cruise assist Advanced Module.
It is called "Fleet Carrier". You can use it to enter to any body.
P.S. Nobody promised / asked it to be cheap or fast :D
 
Let's see another something. Huge class ships. Federal Frigate, Imperial Destroyer, whatever names. They give the reason for highest
Federal and Imperial Navy ranks. This ships are, of course very expensive, 0,5 - 1 B Cr. they have class 9 and 10 slots
Again, you named it - it is fleet carrier, can't enter station etc. A bit bigger then you imagined :D
 
One of the weirdest, almost game breaking aspects of travel in this game is the fact you can get to a nav beacon in a system you're in much faster by jumping 40LY than by travelling 40KLs.
 
Didn't know that.
If the game crashed in witchspace I know you used to end up back where you started that jump from but with the fuel needed for the jump that was lost no longer on board, but it is so long since the game crashed like that I don't know if that is still the case.
Only time I ended up anywhere other than where you just mentioned is when hyperdicted.
 
Again, you named it - it is fleet carrier, can't enter station etc. A bit bigger then you imagined :D
Is it really necessary to explain differences between Fleet Carrier, Cruiser, Destroyer, Frigate, Corvette?
Maybe this differences are too subtle? ;)
 
One of the weirdest, almost game breaking aspects of travel in this game is the fact you can get to a nav beacon in a system you're in much faster by jumping 40LY than by travelling 40KLs.
There is nothing weird about it, I'd say. Usually it takes me less time to fly 2 kkm to London than to drive 20 km to the airport.

An in-system-jumping was considered by FDEV at very early stage of development, I'm pretty sure it was mentioned during one of streams some time ago. I'm glad they didn't follow this idea. There is so much going on in SC (yarrrrrrrrrrrr!). :cool:
 
SC is fine enough if you have some decent music, chosen to fit what kind of activity you're travelling towards. Although I avoid >5000ls journeys where possible.

But it'd be nice if there was more gameplay to it. Like some ship management that affected how fast you can go, or greater (but not fatal) hazards associated with passing too close to large bodies at speed. At the moment your gameplay, assuming no interdictions, is deciding which route to take to get there fastest (straightest line that avoids gravity wells), if you can be arsed, and if it's even relevant.

An alternative interdictor type that slows your SC speed would be interesting I think. E.g. used by sys security when they consider you suspicious, or for organic PvP situations - basically making SC more of an American football idea (we already have tackles!).
 
You could also imagine having more tolerance of long SC journeys if there was something unique about remote stations. They're less frequented backwaters and should have a particular feel and activity associated with that. More shady perhaps, even in ostensibly secure and clean systems. Or with a local microeconomy, e.g. a mining and refinery station close together but far from the star, med pads, but where you you can make a fast killing by hopping between with raw mined materials. Perhaps more associated piracy too (inc player piracy). Or, perhaps just an economy that rewards trade inward from other systems enough to make it worth the SC journey.
 
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