Board Thread:Suggestions forum/@comment-26694486-20170906011715/@comment-27522210-20170906122756

This idea is worth thinking about - I know that some people even thought of having the FT system removed as a whole, cause it leads to unrealistic movement patterns.

Some additions/changes to the above suggestion though:


 * A maximum of points accumulated should be set though to avoid getting unnecessary big numbers.


 * Instead of calculating the number of points needed by distance, each waypoint gets a few characteristics. Like:


 * base points needed to travel to


 * friendly factions (positive/negative alignment make it cheaper/more expensive to use the waypoint)


 * Only factions (some waypoints can just be used if you have positive alignment with one of the only factions allowed here)


 * adjacent waypoints (a list of those waypoints considered adjacent to this one)

When drawing the 'line of travel' you can only connect adjacent waypoints. Each waypoint travelled will be counted with its base travel cost mutiplied by the factors due to having positive or negative alignment with a friendly faction. Sometimes it might be interesting to take a detour - more expensive probably, but you reach the target, which would otherwise probably be unreachable.

Waypoints should still have cooldowns, so you will not be able to make 'chain jumps' just cause you have accumulated enough points. So it would be two things you need to have to use an ft waypoint: enough points for the distance (your waypoint route) and your cooldown has run out.

I have no idea right now how custom waypoints will fit into my ideas - with Charlies distacne idea in blocks they would work just fine...

Just some unsorted thoughts though