An alternative to long distance travel

Nigel Haslock shared this feedback 21 days ago
Not Enough Votes

How about allowing the player to queue up a sequence of jumps?

Recently I was making a bulk delivery from Dustspire Junction to Palatine Station, jump to Kemik, jump to Vallation Station, jump to Palatine Station. Each jump requiring <TAB>, click on MAPS, mouse move scroll to see the target station, click on the station, click on FAST TRAVEL, watch the loading screen. Actually dock at Palatine Station to deliver the current load, then repeat the process to return for the next load. Repeat the whole process until the whole of the contract has been delivered. Yes I could have extended the capacity of my ship, but I wasn't ready to do that yet.

This is not game play, this is actively discouraging players.

Allowing players to, at one visit to the MAPS page, create a complete route (perhaps even save it for reuse) and then initiate it. would encourage players to plan their actions.

Following a route could then, visually, be travel cut scene, cameo of waypoint, travel cut scene, repeated until final destination. Without the need to load the world at each waypoint, only the final destination, the real world time to reach the final destination should be shorter while the repeated cutscene plus cameo would make multi hop trips noticeably longer than a single hop trip.

Replies (3)

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did the problem with having to get into and out of vehicles following jumps get sorted? or is that still something that happens?

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I haven't seen it so I guess it was fixed before 2.3 dropped.

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Any type of itinerary could be automated by having a special block on board, call it navcom. And you don't have to be on board. Your cargo ship can dock at the base, you can load it with stuff remotely and then order it to navigate to any destination and dock to a remote station. You could be doing something more interesting while your cargo is being transported.

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What is fast travel in terms of a multiplayer environment ? Is it a time skip feature ? Is it lacking a mechanism ?

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Current fast travel is from one safe zone to another and can be done without using any vehicle whatsoever. This won't create any multiplayer gameplay once it's part of the game.

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Apologies, my phrasing is not always easy, I will clarify. Currently fast travel is game magic, there are no blocks that make it happen, or lore for a mechanism to its existence. As there is no stardate and time specified, the nature of fast travel is unknown other than it being near instantaneous to the player.

If fast travel remains as game magic then there will be no consequences with multiplayer gameplay, other than battles that take place near to the outside of a station bubble, where ships seeking an exit via fast travel will be barged out of the fast travel zone by other ships as other options are not permitted inside the safe zone.

There could be new possibilities for rapid long distance transit if either a block based mechanism for fast travel existed, or the fast travel system is completely revamped.


I personally would prefer the latter, as too much game magic breaks the idea of SE for me.


Note: I do draw a distinction between science fiction and game magic, where sci-fi can invent a mechanism, magic will prefer not to.

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from what I can tell, the fast travel system currently implemented is a place holder. Marek has mentioned warp drive type tech on stream a few times so its just looking like a matter of time while they get all the more complex systems sorted.

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im with Deon on the idea of "safe? no ill just push your little ship out of the 'safe zone' then blast it to bits"


fair chance that will be a "territorial" control system some players will likely use if they can, ESPECIALLY if we have something like thruster speed control where you can move your ship comfortably up to a set speed, then just reserve anything more than that for boost to speed cap, and or tug/push capacity.

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