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Will it be possible to select multiple quantum travel points at once to create waypoints?

TL;DRThey definitely want multi-jump quantum travel paths computed automatically, later editable by players, and some groundwork (a hierarchy of nav-marker relationships) already exists, with pathfinding and the user experience still to come.

Chad McKinneyDeveloper

That's a great question. So the feature team that I'm a part of right now has been working a lot on improving quantum travel in a lot of different ways. And this is something that we were seriously looking at amongst the discussion about the ways that we can improve quantum travel. It is definitely something that we want to address. The idea is basically that you could open your mobiGlas and say you want to go to whatever, Delamar, some other moon, and the path to get there actually requires multiple jumps, perhaps because of obstructions or because there's a sub-node that's involved. And the idea is that we could actually construct a path dynamically based on where you are and where you want to go. And then in a further iteration, we would allow the players to then modify that path. So if they wanted to reroute it, so maybe you didn't go through pirate space because that was a less direct route, but safer or something like that, then you would have the capacity to do that. But yeah, we definitely want to have multi-jump path selection available. And the idea is that not only would it make it easier for you to jump, but also now that we're getting quantum linking in the game, it'll make it easier, because otherwise just the process of getting a whole group doing this whole thing over and over, it's going to be madness.

Jared HuckabyHost, Community

It's a bit laborious.

Chad McKinneyDeveloper

Yeah, it's something that's definitely on our radar and we want to do it. Actually, I've already done some of the work to make this happen. In fact, just before you called me, I was working on something that used it. Previously, we didn't have any kind of relationship that was established really between the nav markers. We had some kind of implied relationship between them, but it wasn't codified in code in a way that was an accessible data structure. But this is something I actually just made recently for some of the changes that we needed for 3.2. And so that is actually a really good step. Now we have a hierarchy that is the relationship between these points. What's next is just a way to be able to be in one location, select another, and then have some pathfinding algorithm figure out the most direct path, and then we build up a user experience around that path.

Calling All Devs›Cap Ship Navigation & Death of a Spaceman·
Published on this date.21 May 2018