Title explains it all. The way warp is now, you spend 99% of your time charging up the drive, then you only get to enjoy about a split-second of warp travel, before you are boringly dropped back into space only a short 8-sector distance from where you previously were. Why have such a nice warp tunnel effect if we barely ever get to even see it?
This is okay for now, given it's a new feature and all, but I think the ship FTL system would be much more enjoyable if your drive recharge times were also based on how far you chose to travel. For example, you could travel the standard 8 sectors, and have to recharge it after the jump at the normal rate.
But, what if you instead had the option to travel 24 sectors in one jump (or however long you want), and then after the jump, you have to "repay" the "chargup debt" you made with that previous really long jump, in addition to how far you wanted to go to travel on the next jump?
For me, this would be WAY more enjoyable, and it could be so that the farther you choose to jump, the longer your ship stays in the warp tunnel effect (which is lots of fun, at least for me! just think of how much cooler it will be in the future when they also add sound and better particle effects to the experience!).
So basically, you get to choose how far you jump, and based on that, you will have proportional drive recharge times and warp tunnel times.
I could forsee this being especially useful in helping players to really get out there and have to travel in their ship, like in Star Trek! Imagine how much more incentive people would have to build star trek-like ships, with the awesome warp nacelles and powerful engine drives! It would be fantastic!
Keep in mind this suggestion is meant to be minded for the function of the default game. I am aware you can modify the drive to go however far you want in server config, but I feel this would function better and be much more enjoyable for interstellar travel.
Oh, and by no means would this affect the default amount of modules needed for a good warp drive. With this, it would simply either stack or subtract from the default warp charge times. So your 1000-warp-block battleship would still take as long to charge up after an 8-sector jump as it does now, but it would also then take twice as long to recharge after a 16-sector jump.
Some players might also argue that "oh, this makes warp drive OP because then you can go anywhere you want in one click". But it's nowhere near as simple as it sounds. First, with my idea, you still have to charge up the drive for actual FTL travel, and depending on how far you want to travel, it will take just as long in hyperspace to get to that destination as it did to simply make small 8-sector jumps over and over again on the current system. That's what balances it out. So you still take roughly the same amount of time to travel no matter how you choose to do it.
And of course, I know that there are a few obstacles in the way of adding features like this. So, I should address them here now so people don't bring them up to go "aha! i found a flaw in your idea! gotcha!"
Server Universe Filesizes
Currently the introduction of FTL is apparently bringing a new memory/filesize issues to Starmade public servers like nothing ever before. Players can warp all over their starmade universe right now. Oftentimes they may interact with the planets/NPC space stations around them, be it from trashing them to salvaging them to leaving a few shuttlecraft or damaged turrets behind as interstellar garbage/debris/waste.
Actually, I don't think they even have to do this kind of stuff, I think they simply have to be in the sector for it and the surrounding sectors for them to all be added to the database for future memory remembrance (and thus much larger universe filesizes, a VERY bad thing on server performance and saves).
So, to answer this problem, since the players can cover so much ground so fast with FTL, there ought to be some form of "universe plasticity" whereby sectors that don't have much changes to them and no player activity over a long period of time (but were previously visited) would be intentionally "forgotten" and wiped from the universe files.
That means that the sector way out in 200, 385, -292 that was visited by xXsn1p3rk1dXx last week for 30 seconds while he waited to recharge his drive and jump again is no longer wasting space in the database and dragging down server performance. But, if he trashed the planet there and built an orbiting station, that sector would stay in the database.
What do you guys think?
This is okay for now, given it's a new feature and all, but I think the ship FTL system would be much more enjoyable if your drive recharge times were also based on how far you chose to travel. For example, you could travel the standard 8 sectors, and have to recharge it after the jump at the normal rate.
But, what if you instead had the option to travel 24 sectors in one jump (or however long you want), and then after the jump, you have to "repay" the "chargup debt" you made with that previous really long jump, in addition to how far you wanted to go to travel on the next jump?
For me, this would be WAY more enjoyable, and it could be so that the farther you choose to jump, the longer your ship stays in the warp tunnel effect (which is lots of fun, at least for me! just think of how much cooler it will be in the future when they also add sound and better particle effects to the experience!).
So basically, you get to choose how far you jump, and based on that, you will have proportional drive recharge times and warp tunnel times.
I could forsee this being especially useful in helping players to really get out there and have to travel in their ship, like in Star Trek! Imagine how much more incentive people would have to build star trek-like ships, with the awesome warp nacelles and powerful engine drives! It would be fantastic!
Keep in mind this suggestion is meant to be minded for the function of the default game. I am aware you can modify the drive to go however far you want in server config, but I feel this would function better and be much more enjoyable for interstellar travel.
Oh, and by no means would this affect the default amount of modules needed for a good warp drive. With this, it would simply either stack or subtract from the default warp charge times. So your 1000-warp-block battleship would still take as long to charge up after an 8-sector jump as it does now, but it would also then take twice as long to recharge after a 16-sector jump.
Some players might also argue that "oh, this makes warp drive OP because then you can go anywhere you want in one click". But it's nowhere near as simple as it sounds. First, with my idea, you still have to charge up the drive for actual FTL travel, and depending on how far you want to travel, it will take just as long in hyperspace to get to that destination as it did to simply make small 8-sector jumps over and over again on the current system. That's what balances it out. So you still take roughly the same amount of time to travel no matter how you choose to do it.
And of course, I know that there are a few obstacles in the way of adding features like this. So, I should address them here now so people don't bring them up to go "aha! i found a flaw in your idea! gotcha!"
Server Universe Filesizes
Currently the introduction of FTL is apparently bringing a new memory/filesize issues to Starmade public servers like nothing ever before. Players can warp all over their starmade universe right now. Oftentimes they may interact with the planets/NPC space stations around them, be it from trashing them to salvaging them to leaving a few shuttlecraft or damaged turrets behind as interstellar garbage/debris/waste.
Actually, I don't think they even have to do this kind of stuff, I think they simply have to be in the sector for it and the surrounding sectors for them to all be added to the database for future memory remembrance (and thus much larger universe filesizes, a VERY bad thing on server performance and saves).
So, to answer this problem, since the players can cover so much ground so fast with FTL, there ought to be some form of "universe plasticity" whereby sectors that don't have much changes to them and no player activity over a long period of time (but were previously visited) would be intentionally "forgotten" and wiped from the universe files.
That means that the sector way out in 200, 385, -292 that was visited by xXsn1p3rk1dXx last week for 30 seconds while he waited to recharge his drive and jump again is no longer wasting space in the database and dragging down server performance. But, if he trashed the planet there and built an orbiting station, that sector would stay in the database.
What do you guys think?
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