Yeah, since they want "realistic" sizes for systems, things are going to get messy. What I don't quite see is how planets are going to get incorporated into this. The size of the Sidewinder and the "Distances are short (100s of metres) and can be crossed in a few seconds" bullet point imply in-space flight speeds of the order of 100m/sGimi wrote:After an initial thumbs up from a lot of people, this proposal is slowly being picked apart in a major way (in my view). I have voiced several concerns I have regarding single point of arrival and what amounts to something akin to warp gates and an intra system "rail system" between points of interest. Frontier seem to be very keen on ensuring player interaction (understandable considering it's multi-player). I'm more concerned with freedom of movement. Given the huge model of the universe they are planning on using, there are going to be some compromises here I think.
So ... a station in low orbit (like the ISS, say) is at about 350km. So a straight surface-to-station flight is going to take about an hour, if you time it perfectly to reach its height just as its orbiting past, ignoring reference frame matching problems. So presumably a trip from a surface station to a space station would require local hyperspacing. Similarly a trip from surface station to surface station would only be at about Mach 0.3 - so would you then locally hyperspace from London to New York? I can see the FE2/FFE fans not being particularly happy with that.
Yes, I know, planetary landings are not in the initial game. But they do want to add them, so they presumably have some idea how they'll work with this later, and there seems to be some more immediate importance when it comes to fuel scooping from the upper atmospheres of gas giants/suns, too. In open space I think it'll all work fine, though.
A point of detail that arises here: can you target multiple ships at once? If so, is there a limit on how many you can target? Almost certainly those are questions for a later topic, but it makes a big difference to the utility of fast travel to escape a furball.Players targeting a ship entering fast travel will be shown the likely destination of that ship and can use that to pursue fleeing ships