It's pretty clear that we won't be getting Mine Layers in the near future, so I thought.... Why not make Jump Drive the slave system for charging weapons? It kind of makes sense compared to our current slave systems. As it stands, jump drive modules seem to be some kind of reservoir for power to be used in a jump... So what happens when we reroute all that jump power in the modules into our weapons in one brilliant burst?
This happens.
If projectile/beam size is determined some other way in the future, the jump drive slave system could just increase it by some amount, maybe up to 200% each.
This happens.
- CANNON/JUMP DRIVE: Charges for a while, then fires one projectile that is 3 blocks wide and has the range of cannon/beam but more damage (Maybe a bit of armor piercing? Or is this overkill?). Has a cooldown equal to cannon/beam before it can be charged again. Projectile size, projectile speed and power usage increase with amount of modules slaved; recharge duration and charge time might increase a little bit too.
- BEAM/JUMP DRIVE: That "Massive Charge Laser" thing from the initial weapons chart that we all wanted. Charges, then fires a five-block-wide beam (at 100%) that continues to fire for five seconds. Has a cooldown similar to Beam/Beam before it can be charged again. Firing duration, beam size, power usage, and charge time increase with amount of jump modules slaved.
- MISSILE/JUMP DRIVE: <I don't have any brilliant ideas for this one. If someone has a better idea for this than me, they can go ahead.> This combo might be kinda bad. Charges for a while, then releases a volley of lock-on missiles that do the equivalent of missile/pulse's damage split between them. Has a cooldown equivalent to missile/missile before it can charge again. Number of missiles scales incrementally with number of slaved jump drive modules, scaling from one to five missiles.
- PULSE/JUMP DRIVE: Fairly predictable. Charges for a while, then fires one very large pulse bubble. Damage is actually decreased a bit, though; this is probably better for larger ships or someone who's got enough power to use Overdrive to compensate... Bubble size and charge time scale up with the number of jump modules; damage scales down.
If projectile/beam size is determined some other way in the future, the jump drive slave system could just increase it by some amount, maybe up to 200% each.
Yes, yes it should!Random person said:But wait, what if we turned things around and slaved some systems to our jump drive? Surely that should do something, right?
- JUMP DRIVE/CANNON: Charges faster, takes a bit more power. However, it is also a lot more vulnerable to jump interdiction systems - the effective size of the drive actually goes down to a minimum of 50% at 100% cannon slave.
- JUMP DRIVE/BEAM: Charges longer, jumps further (up to 200%?). Not much to explain here.
- JUMP DRIVE/MISSILE: Splits a single jump charge into a few short jumps before needing to recharge; total range increases up to 200%. Number of jumps scales up to four. Takes a little longer to recharge, and takes more power to do it. This would make for a decent escape system, I guess. <IDK how to make this any better than just having multiple jump drives, though... ATM it kind of sucks. As with its inverse, any suggestions on this are welcome.>
- JUMP DRIVE/PULSE: With this one, I honestly have no idea. When slaved to weapons, Pulse increases damage, energy usage, and cooldown time. That precedent has no use when coming up with a jump drive mechanic, though, since they do no damage. For the moment, they could just do about the same thing as Jump/Beam, but that would be lame... Any ides on this are welcome.
- JUMP DRIVE/JUMP DRIVE: Increased charge time, increased transit time in wormhole, decreased jump accuracy, massive increase in jump range: Quite possibly up to 4 times the default jump length, but with the highly increased possibility to wind up a lot nearer to a star than intended. Increases range, charge time (up to 2.5x default), and transit time (Up to 4x default animation length) with number of slave modules, decreases accuracy down to a sphere of about 5 sectors. This could possibly start to lose charge naturally after remaining fully charged for more than 5 seconds or so.
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