
Your speed in Super-cruise will depend on strength of the gravity fields around you. We’re still moving at physics-breaking speeds, but you can spot and interact with other players. Once you reach your target system, you’ll need to get to the planets in that system in a reasonable amount of time.

Traveling long distances should still feel like traveling long distances, even after known physics has been thrown to the quantum winds. Longer trips will require going into hyperspace more than once. Exploration ships can jump 47 light years or more. Slower ships can only jump six or seven light years. The distance you can travel in hyperspace depends on the strength of your FSD (Frame-Shift Drive) and the weight of your ship.You will receive zero sympathy from your fellow gamers. You will run into it if you’re not paying attention. It’ll be huge in your windshield when you arrive. This is instantaneous travel to a star (well - nearly instantaneous … it still takes about twenty seconds). As it turns out, the trick to playable space travel is three modes of travel. Although it breaks physics as much as the rest of them, it has established limitations and it lives by those limitations. The way Elite: Dangerous addresses the problem is what got me hooked on the game. Warp speed, hyperspace, light speed, jump space … all of these attempts to address the problems of distance require an unreasonable suspension of disbelief.

This issue has plagued every space story (movie, game, show, or book) since we started telling space stories.

If you’re moving fast enough to travel in a playable game, you’ll never see other pilots. If you’re moving slow enough to fight space pirates, you’ll never get anywhere. The problem with space-based games (and space-based movies) is the distances. It’s an awesomely cool space-game, based on an actual map of the actual Milky Way Galaxy.
