- Joined
- May 27, 2014
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I had this idea saved for a while, seemed a good time to post it:
Make warping one continuous journey instead of a series of 'hops'.
Rather than repeatedly tapping the jump charge and fire buttons, have the player's ship go through a single, long jump that takes 1-5 minutes, or perhaps longer, depending on distance.
Instead of jump drives causing the ship to instantly vanish and appear in another sector, they'd hang around 'Warpspace' first.
Warpspace would simply be a personal sector (like the shipyard test sectors) wherein the warp tunnel effect is applied, and the player can wander about his ship freely while he waits for his jump to complete. (This also gives players an excuse to actually make use of their interiors, organize inventories, chat with other players, etc, which is nice)
Players could add chambers to their FTL chamber that decrease the amount of time spent in warpspace (and thus the speed of the drive)
Interdiction
I'm not sure how interdiction is going to work post-update, but I had imagined interdiction being able to pull ships out of warp earlier along their path, depending on a strength metric for both the drive and interdictor, having had the game calculate what interdictors it might hit along it's flight path before it jumps.
I.E, if you hit an interdictor 5 sectors into your 10 sector jump, but it's weaker than your jumpdrive, you might end up 7 of 10 sectors away from your start point, making the whole affair a less binary thing.
Perhaps interdiction could be partly a station thing; only stations could pull ships out of an active warp tunnel, while ships could still stop a ship in nearby sectors from leaving.
Could give a good reason to build outposts.
TL;DR version:
- Press jump once to go anywhere instead of pressing jump a lot
- Takes a while but you can chill in a warp tunnel
- Jump interdiction should be less all-or-nothing
Make warping one continuous journey instead of a series of 'hops'.
Rather than repeatedly tapping the jump charge and fire buttons, have the player's ship go through a single, long jump that takes 1-5 minutes, or perhaps longer, depending on distance.
Instead of jump drives causing the ship to instantly vanish and appear in another sector, they'd hang around 'Warpspace' first.
Warpspace would simply be a personal sector (like the shipyard test sectors) wherein the warp tunnel effect is applied, and the player can wander about his ship freely while he waits for his jump to complete. (This also gives players an excuse to actually make use of their interiors, organize inventories, chat with other players, etc, which is nice)
Players could add chambers to their FTL chamber that decrease the amount of time spent in warpspace (and thus the speed of the drive)
Interdiction
I'm not sure how interdiction is going to work post-update, but I had imagined interdiction being able to pull ships out of warp earlier along their path, depending on a strength metric for both the drive and interdictor, having had the game calculate what interdictors it might hit along it's flight path before it jumps.
I.E, if you hit an interdictor 5 sectors into your 10 sector jump, but it's weaker than your jumpdrive, you might end up 7 of 10 sectors away from your start point, making the whole affair a less binary thing.
Perhaps interdiction could be partly a station thing; only stations could pull ships out of an active warp tunnel, while ships could still stop a ship in nearby sectors from leaving.
Could give a good reason to build outposts.