I've mentioned in many of my Elite Dangerous exploration videos that a galactic supercruise would be MUCH more preferable to the current hop to a star method. It would allow us to scan systems as we go by if we wish, rather than being forced to jump into a system because it's the next furthest reachable star. It would also give us a better feeling of exploring because we could be engaged in the system scanning process while already on the move, making us feel like we're making effective use of our time. That said, I think a lot of what is suggested here is overly complicated, and would just make things more tedious over time. Just like the first hundred times you jump and it's cool, it quickly gets old having to deal with thing that become tedious after a while. Something as simple having a new galactic instance that you hop into when entering into hyperspace and having that work just like in system supercruise is much more preferable for someone like me. I'm not interested in something that should be mundane being made more difficult. It should just be mundane, and the ship should do most of the work for me so I can focus on other tasks like scanning and other things.
Even just an auto jump and refuel model would be nice. I find myself using apex alot since I can just walk away while I head to my ship that's docked for bounty hunting, or just head to a port I need and ship my ships and modules to me.
It's an interesting thought process, but I think you are effectively talking about a whole other game rather than any form of tinkering we could ever expect within the lifetime of a game.
03:11 I don't know about the original Elite, but in Frontier: Elite II you came *into* a system in the outer reaches, but only had to reach a (much lower) limit of distance from, e.g. a planet, to be able to make a hyperspace jump.
Yeah, honestly, whenever I come back to this game I'm always like "oh, there's still nothing to do in jumps?" Glide is masked well enough that I never even considered it a loading screen. But I acutely feel the time I spend in jump with no inputs at all. Jump even takes of the liberty to dismiss whatever screen I have open, so it interrupts me checking inventory or w/e. The system you outline would be great. But I'd even take something much lower effort, just so it's not literally nothing.
(Fuel star & scooping) I do see how that would be a neat feature. especially since if your running a cold running ship you can stay right at the exclusion zone and ship temps barely rises at all. (Star system approach & departure) I really like that idea. But dont see them changing that in this game. Hopefully In the next game. (Deep black drops) Also a great feature I would love to see implemented.
I would argue that the "solution for hyperspace travel" already exists, both in the form of Jet Cone Boosting and Frame-Shift Drive Injection. The former in particular requires a great deal of pilot skill to master, and mastery does not eliminate the risk involved in using it. It remains a challenge in exchange for a reward. The latter adds a tangible cost in resources in exchange for extended long-range jumping (up to double the base range). A strategic trade-off that provokes deeper thought.
That is a great idea! I'd suggest adding pure space coordinates bookmarks as well, ideally in the form of deployable beacons of different types and sizes, but it is too much to ask, I guess.
Didn’t the Stargoids use a sort of SUPER super cruise to travel from their point of origin to wherever they began their attacks? I wouldn't mind having this method of travel myself.
I think that's too complicated. Although the ability to make mutliple jumps at once is definitely a very good idea to cut the tedium of multiple jumps sequentially. The question is what its supposed to be like, the Devs could create a hardcore difficulty that make the frame shift drive a much harder device to tame. But it should not be forced on the not so mechanically savvy players don't forget elite is hard enough game to get into already and it does not mean it will be *FUN*. It would be nice to find a way to implement hyperdiction as a mechanic. Specialty fuel sounds interesting and not too complicated and fun especially as a fighter type ship, I love the module damage for a performance boost either for the drive or the thrusters even. Deep space does not sound fun since we already got signal sources which is not fun because you have to relog to farm items. The idea of hyper cruise is not technically feasible as well since you would need a master instance with all players hyper cruising in interstellar space making too demanding on the servers. And additionally mechanic would be "manual hyperjump". Where the player can pick a system destination beyond the normal range of the drive but having to navigate a tunnel with their ship which might have obstacles or a mechanic similar to interdiction where they have to stabilize their drive and succeed in the mechanic in order to make the jump or fail and fall into deep space with damage done to the drive itself or completely destroyed depending on the severity of the failure and how much further than the normal range of the drive. Allowing for skilled commanders to make longer jumps with other benefits such as less fuel concussion.
The Elite developer listening to the commentary, thinking: "Yeah, I wish I could.."
I've mentioned in many of my Elite Dangerous exploration videos that a galactic supercruise would be MUCH more preferable to the current hop to a star method. It would allow us to scan systems as we go by if we wish, rather than being forced to jump into a system because it's the next furthest reachable star. It would also give us a better feeling of exploring because we could be engaged in the system scanning process while already on the move, making us feel like we're making effective use of our time.
That said, I think a lot of what is suggested here is overly complicated, and would just make things more tedious over time. Just like the first hundred times you jump and it's cool, it quickly gets old having to deal with thing that become tedious after a while. Something as simple having a new galactic instance that you hop into when entering into hyperspace and having that work just like in system supercruise is much more preferable for someone like me. I'm not interested in something that should be mundane being made more difficult. It should just be mundane, and the ship should do most of the work for me so I can focus on other tasks like scanning and other things.
Even just an auto jump and refuel model would be nice. I find myself using apex alot since I can just walk away while I head to my ship that's docked for bounty hunting, or just head to a port I need and ship my ships and modules to me.
It's an interesting thought process, but I think you are effectively talking about a whole other game rather than any form of tinkering we could ever expect within the lifetime of a game.
Hopefully if Frontier ever makes an ED2 some of these features will be implemented.
03:11 I don't know about the original Elite, but in Frontier: Elite II you came *into* a system in the outer reaches, but only had to reach a (much lower) limit of distance from, e.g. a planet, to be able to make a hyperspace jump.
Impressive imagination! Nice!
Yeah, honestly, whenever I come back to this game I'm always like "oh, there's still nothing to do in jumps?" Glide is masked well enough that I never even considered it a loading screen. But I acutely feel the time I spend in jump with no inputs at all. Jump even takes of the liberty to dismiss whatever screen I have open, so it interrupts me checking inventory or w/e.
The system you outline would be great. But I'd even take something much lower effort, just so it's not literally nothing.
(Fuel star & scooping) I do see how that would be a neat feature. especially since if your running a cold running ship you can stay right at the exclusion zone and ship temps barely rises at all. (Star system approach & departure) I really like that idea. But dont see them changing that in this game. Hopefully In the next game. (Deep black drops) Also a great feature I would love to see implemented.
I would argue that the "solution for hyperspace travel" already exists, both in the form of Jet Cone Boosting and Frame-Shift Drive Injection.
The former in particular requires a great deal of pilot skill to master, and mastery does not eliminate the risk involved in using it. It remains a challenge in exchange for a reward.
The latter adds a tangible cost in resources in exchange for extended long-range jumping (up to double the base range). A strategic trade-off that provokes deeper thought.
I've felt like this was a better idea for a while. Thank you.
That is a great idea! I'd suggest adding pure space coordinates bookmarks as well, ideally in the form of deployable beacons of different types and sizes, but it is too much to ask, I guess.
Didn’t the Stargoids use a sort of SUPER super cruise to travel from their point of origin to wherever they began their attacks? I wouldn't mind having this method of travel myself.
I think that's too complicated. Although the ability to make mutliple jumps at once is definitely a very good idea to cut the tedium of multiple jumps sequentially.
The question is what its supposed to be like, the Devs could create a hardcore difficulty that make the frame shift drive a much harder device to tame. But it should not be forced on the not so mechanically savvy players don't forget elite is hard enough game to get into already and it does not mean it will be *FUN*.
It would be nice to find a way to implement hyperdiction as a mechanic.
Specialty fuel sounds interesting and not too complicated and fun especially as a fighter type ship, I love the module damage for a performance boost either for the drive or the thrusters even.
Deep space does not sound fun since we already got signal sources which is not fun because you have to relog to farm items.
The idea of hyper cruise is not technically feasible as well since you would need a master instance with all players hyper cruising in interstellar space making too demanding on the servers.
And additionally mechanic would be "manual hyperjump". Where the player can pick a system destination beyond the normal range of the drive but having to navigate a tunnel with their ship which might have obstacles or a mechanic similar to interdiction where they have to stabilize their drive and succeed in the mechanic in order to make the jump or fail and fall into deep space with damage done to the drive itself or completely destroyed depending on the severity of the failure and how much further than the normal range of the drive.
Allowing for skilled commanders to make longer jumps with other benefits such as less fuel concussion.
Requires attention but doesn't engage. Hmm.
Good ideas , this would result in a completely different game ,as for the Thargoids no thanks ,not interested in that at all , each to their own :}