Change FTL mechanics

    Snk

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    It's always annoyed me how FTL works. I've always liked long journeys; they've always included a sense of serenity for me.

    After FTL came out, I learned to embrace it. I adopted the mechanics and made it crewable, to fit my own play style. I like it, but stopping and starting kind of annoys me. I would like to present my suggestion for making it a little more elegant:

    When press "t" And click on the FTL computer, you get two options: Sustained FTL field and momentary FTL field. Momentary FTL field is current mechanics, but sustained FTL keeps you in the FTL stream until you reach your destination. That seems a little overpowered, but it isn't.

    Say in momentary FTL, it takes a minute to charge your FTL engines. It jumps 50km each time, and your destination is 400km away. In sustained FTL, divides the distance to your waypoint by the power of your FTL - in this case, that would be eight. Then it multiplies that by the amount it takes to charge your drive - so, eight minutes. You'd be in the FTL stream for eight minutes straight. Also, it would take double the time to charge your FTL.

    This still seems a little overpowered, because even a shuttle could stay in the stream for a long time and slip passed FTL lines and never be detected. However, your ship would be drained of power as you traveled through the FTL stream, equivalent to the standard drain from momentary FTL. Every time you had a power outage, 5-30 seconds would be added to your journey, depending on your ship mass. And once you had a power outage, your power bar would automatically reset. So if you had a tiny shuttle with the FTL stats depicted above, and you ran out of power every minute, that would be forty seconds added to your journey. Here is a representation of this hypothetical journey:

    Jump 1(1 min) -Power drain (5s)- Jump 2(1 min) -Power drain(5s)- Jump 3(1 min)-PD(5s)-Jump 4(1min)-PD(5s)-J5(1)-PD(5s)-J6(1m)-PD(5s)-J7(1m)-PD(5s)-J8(1m)-(PD5s).

    In order to prevent being infinitely stuck in an FTL stream, (Unlikely - your power drain would have to be much faster than your FTL drive) you could exit it at any time and it would deposit you an appropriate distance from your target. Also, if you passed through a system owned by an enemy your FTL drive would automatically stop.
     
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    We will be getting a hyper-drive at some point that will be a continuous FTL option. Although as far as I know the current proposal means any ship with a hyper-drive is nothing more than a mobile station... (which is kind of dumb in my opinion)

    The current jump drive is a glorified "/change_sector". There is no time spent in FTL it has a delay and some fancy graphics and teleports you directly to your destination.
     
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    The hyperdrive with the capital ship systems is still being looked at, and nothing is certain. The devs said they'd heard what we though, and that they would think about it more.
     

    Lecic

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    We will be getting a hyper-drive at some point that will be a continuous FTL option. Although as far as I know the current proposal means any ship with a hyper-drive is nothing more than a mobile station... (which is kind of dumb in my opinion)
    I'm pretty sure that was partially scrapped. You'll still have reduced standard speed, but not nearly as slow.
     
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    i just hope they make hyperdrive a same-function alternative to jump drive.
     

    Snk

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    With a large enough jump drive you won't even notice the stopping.
    It still requires warping in and out of real space, which is an annoying mechanic. Just having a sustained jump drive would be a lot better.

    Another thing: If this is implemented, you could have externally docked power tanks that would help you sustain an FTL field, so you could run and and try to keep your ship's power up. That would be nice.
     
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    You might excuse this question but,
    what exactly means FTL?
     

    Criss

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    Honestly I would rather just change the current system to so that it takes time based on distance. This is something that you stated. I believe it also a configurable option in the config. I do not however agree with instant jump-drives and I do not believe they should ever be an option. We are already traveling a far distance. So long as the time for traveling is shortened it remains a viable way to travel farther and faster than regular thrust propulsion. That's my opinion. I'm not sure how I feel about a single form of FTl operating in two different ways.
     
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    Honestly I would rather just change the current system to so that it takes time based on distance. This is something that you stated. I believe it also a configurable option in the config. I do not however agree with instant jump-drives and I do not believe they should ever be an option. We are already traveling a far distance. So long as the time for traveling is shortened it remains a viable way to travel farther and faster than regular thrust propulsion. That's my opinion. I'm not sure how I feel about a single form of FTl operating in two different ways.
    I was against instant jump drives until I saw how they function. Jumping doesn't feel like a teleport, the distance is short enough that it doesn't feel like cheating and long enough that it's useful, especially with larger sectors.
     
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    Off Topic (ish) Why does distance matter? If you go 1km or 1000km you're still in space. I like the idea of massive voids.
    On Topic: What about a hyperspeed no-clip FTL? I'm for anything that doesn't have very long spin up periods where I can go and get a drink and still be in normal space (about 2 minutes is too long, it serves no purpose making someone do nothing that long) and the starting/stopping is annoying
     

    Snk

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    Off Topic (ish) Why does distance matter? If you go 1km or 1000km you're still in space. I like the idea of massive voids.
    On Topic: What about a hyperspeed no-clip FTL? I'm for anything that doesn't have very long spin up periods where I can go and get a drink and still be in normal space (about 2 minutes is too long, it serves no purpose making someone do nothing that long) and the starting/stopping is annoying
    I am having trouble understanding your second point. What do you mean by not having a long spin up period and still be in normal space? And what what takes two minutes that you are upset about?

    And Vanhelzing, if you didn't have one block operating two different ways, it would force people to edit their current builds.

    I don't mind current FTL jumps, but they do feel like a change sector command. This gives you a greater feel of traveling, and allows for you to do other stuff while you travel.
     
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    And I like how it works now, because it makes FTL travels more dangerous and trackable, like in Sci-Fi. U can always try one of 6 directions (or all 6 in case u have 5 mates) to try to chase the jumped enemy. Also, I love the accidental jumps in stars.
    Adding consequent jumping will make it all obsolete.
     

    Snk

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    I've already stated that if your FTL stream passes through an enemy controlled system it stops. Also, it takes twice as long to charge a sustained FTL drive. You can still end up in a star. After it's implemented, it would be nice, that in the future, people could see your FTL signature and try and go after you. That's already been suggested, though.
     

    NeonSturm

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    After it's implemented, it would be nice, that in the future, people could see your FTL signature and try and go after you. That's already been suggested, though.
    Hyper-drive and sustained warp to a different location are different, I guess.

    * Sustained warp means a prolonged period in FTL between point A and point B.
    * Hyper-drive (AFAIK) is planed differently - it should let you change directions while traveling FTL.


    For me, it would be fine if you would drop out of FTL in sectors adjacent to station/planet-sectors or sectors with a jammer ship to avoid clipping issues or issues finding a free spot for your ship (will be easier once the sectors get bigger).


    One thing you should account for := Evasion!

    * If somebody jumps ahead of you and you change the direction of your hyper-drive travel, you may be out of his range while he is re-charging for a too long jump and then maybe have to fly around 1/4 sun perimeter to catch you.
    * But if you make jump drives faster, who could catch a jumper with a hyper?


    As you can only charge one jump-drive in parallel (you can only charge the selected slot), it may be a viable strategy to charge the jump drive while being in hyperspace.
    Some specialized space-hunter ships may be faster this way than their prey.
     

    Snk

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    If this suggestion were implemented, we could have fights in the FTL stream. That would be awesome