Move around fast (but obviously turn at 50 times less ROTATION speed for the sake of destination-plotting, if you know what I mean) in HYPERSPACE!!
Bullet point form, because why not.
Bullet point form, because why not.
- Add jump-drive assistance beams: if inhibitors are the drainers, then assistance beams are the suppliers.
- Add a new jump drive fuel mechanic, whereby the jumper can only jump as long/far as long as their jump-drive capacitors are not completely empty.
- Add jump-drive capacitors that increase the capacity of a jump-drive's charge.
- Add a jump-drive charge cap (only stops charging when first reached (if the charge is also being drained quickly, and the player is fluctuating between the points, the game will favour the ability to go over, not under,) you can go further by simply stopping the click-hold and doing it again for further charge) that goes by the player's destination.
- Add hyperspace, a no-collision, super-fancy-looking alternate plane of space in which speed is multiplied by a configure-able default of... (estimated balanced amount) say, 1,500? And turning speed is lowered in a similar way by, say... 50? Jump drive fuel mechanics apply here. Upon running out of fuel, the player would slowly decelerate until they dropped completely out of hyperspace. An emergency drop would damage the ship's structure and armour by the ship's hyperspace speed in... I dunno, metres per second? No speed at dropping deals no harm, of course. Click the jump-drive computer's icon in the flight mode hotbar to drop, by the by.
- Add jump-drive interdictors, an offensive module that drains the enemy jump-drive charge into 'interdiction charge' in the interdicting ship, which, assuming all this was going on in hyperspace, once the success limit is reached (lowered to a maximum of 5,000 charge by simply adding more modules to the interdiction computer) knocks the interdicted ship out of hyperspace (and, of course, the interdicting ship) for them to engage/do whatever.
- Add space-cutters, an odd module that cuts wormholes in normal-space that, instead of leading to other wormholes, lead into hyperspace. This actually allows ships that require an emergency drop but don't want to be damaged to seamlessly fly out of hyperspace, returning to ordinary speeds, of course. Booster modules can be placed at either side of the tears that can only be cleaned away with 'space stitching' modules, allowing players to give jump-drive fuel to those with no jump-drive to use their core's default jump-fuel capacity of 10,000 to fly around in hyperspace a bit, even without a single jump-drive module/computer on board.
- Add booster beacons: when flying past one, if the jumper is there for long enough, the jumper is refuelled from the beacon's jump-charge tanks/capacitors.
- Make jump-drive initiation put players into hyperspace, not instant teleportation.
- Dramatically decrease default speed, to around... I dunno, 35, maybe? Reason being, this would firstly stop high-speed battles in which no-one hits anything—which obviously suck—(another thing to help that would be to dramatically increase the default projectile speed) and secondly, it would allow more need for hyperspace, and interdiction. Take inspiration from Elite: Dangerous – you literally never get into high-speed trashy "battles," because the default normal-space speed is so low! On second thoughts, if we take inspiration two games earlier in the Elite series, to Frontier: Elite 2... you often get into VERY fast battles (the game has basically no maximum speed, just acceleration. Newtonian physics, so it has) while in autopilot. The enemies intercept you every now and then, and if you're not good at fighting, you'll get into some kind of stupid high-speed joust! So, you turn off the flight assist computer (engines off, for those of you who know the game—now you can only enter manual forward/retro thrust) and let them catch up. Small movements still apply here, you can easily fly left and right up and down, it's just that both entities are moving at a similar speed in one direction as well—wherever you were auto-piloting to. Think of the battle as being in a box. In this box, both entities can move freely, but the box is moving too. See?
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