Okay, I think I get what you mean about the thrusters. It makes sense, I see no immediate problem with it, and I\'ll probably end up switching my current section on the subject with that, when I get the time to do it.
If I understand you correctly on the FTL section, you\'re suggesting that instead of requiring a beacon to enter/use FTL, you merely need one at the arrival point. I like this idea, especially because it gets rid of the extreme limitations to usage. I had wanted some limitation of use, but for whatever reason such a simple fix never entered my mind. I also agree with the chargeup time. A way to insert the chargeup time, as well as prevent usage of it as an annoying escape mechanism, would be to have it activatable from the hotbar, and over time charge up energy until it hits maximum. During this time, it\'s completely sucking power from your systems, meaning that everything goes down (including, possibly, shields) so you can\'t continually fight and just jump out without warning. I like the idea a great deal. You pretty much said this in the post, but I\'m just bringing it all together in a sentence or two.
Now, on the idea of having more hyperdrive coils reduce energy cost the more there are: I\'m sort of opposed to making this too powerful, as a large ship is easily going to have the space to put tons of these, and then just leave at a moments notice. Instead of making them decrease energy cost, you could have them related to range, or have a coil/mass ratio calculation that determines the time it takes to jump (instead of just jumping at max energy charge).
I\'d be absolutely fine with that reactor/conduit system, if it doesn\'t get too complicated.
If I understand you correctly on the FTL section, you\'re suggesting that instead of requiring a beacon to enter/use FTL, you merely need one at the arrival point. I like this idea, especially because it gets rid of the extreme limitations to usage. I had wanted some limitation of use, but for whatever reason such a simple fix never entered my mind. I also agree with the chargeup time. A way to insert the chargeup time, as well as prevent usage of it as an annoying escape mechanism, would be to have it activatable from the hotbar, and over time charge up energy until it hits maximum. During this time, it\'s completely sucking power from your systems, meaning that everything goes down (including, possibly, shields) so you can\'t continually fight and just jump out without warning. I like the idea a great deal. You pretty much said this in the post, but I\'m just bringing it all together in a sentence or two.
Now, on the idea of having more hyperdrive coils reduce energy cost the more there are: I\'m sort of opposed to making this too powerful, as a large ship is easily going to have the space to put tons of these, and then just leave at a moments notice. Instead of making them decrease energy cost, you could have them related to range, or have a coil/mass ratio calculation that determines the time it takes to jump (instead of just jumping at max energy charge).
I\'d be absolutely fine with that reactor/conduit system, if it doesn\'t get too complicated.