How did you figure out it was OP? Because someone can fire and charge the jump drive at the same time? You can already do that if you have two people on your shipThis is a popular suggestions, it would be easy to add in but there are reason why Jump drives are not effected by logic.
I'm going to summon up all the reasons and put them into two letters/two words: OP/over powered
If there was some way to counteract jump drive charging up then maybe.
But that also requires two people. You would be giving one person the ability to do something that normally requires two people, and most players don't fly around with a crew yet. If a manual charge was not necessary then there would be virtually no consequences for accidentally jumping into hostiles.How did you figure out it was OP? Because someone can fire and charge the jump drive at the same time? You can already do that if you have two people on your ship
... no, there still would be consequences for hopping into a pirate station. The charge time would be the same.But that also requires two people. You would be giving one person the ability to do something that normally requires two people, and most players don't fly around with a crew yet. If a manual charge was not necessary then there would be virtually no consequences for accidentally jumping into hostiles.
Except some ships have very small charge times. And with current weapon systems, who's to say that this person can't jump in, unload enough firepower to take out a smaller ship and have the same jump drive ready to bring them out before the enemy has a chance to respond. There are better ways to handle it and we can see that in many other sci fi games. Think about it. In a combat situation, you would only want an auto recharging jump drive if it meant you could do more damage to the enemy at the same time. You're guaranteeing an escape, a guarantee that really should have it's own counters. Its there for balance reasons.The charge time would be the same.
but that's the thing, faster charging jump drive = more power consumption = less power for your weapons to fire from. You'd need a specially balanced titan to really get any good use out of this kind of tactic.Except some ships have very small charge times. And with current weapon systems, who's to say that this person can't jump in, unload enough firepower to take out a smaller ship and have the same jump drive ready to bring them out before the enemy has a chance to respond. There are better ways to handle it and we can see that in many other sci fi games. Think about it. In a combat situation, you would only want an auto recharging jump drive if it meant you could do more damage to the enemy at the same time. You're guaranteeing an escape, a guarantee that really should have it's own counters. Its there for balance reasons.
But again, that doesn't change the fact that if all the power is put into shields or weapons, that you can deal damage or survive an attack AND guarantee an escape. There is no counter which is where this becomes the issue. When interdiction is a thing, then this suggestion would be no problem to implement.but that's the thing, faster charging jump drive = more power consumption = less power for your weapons to fire from. You'd need a specially balanced titan to really get any good use out of this kind of tactic.
I, personally, like the idea of being able to rig your ship to auto-charge your jumpdrive.
That really never happens, though. In any case, if this ship has a fast recharge time you wouldn't need an auto-charging jump drive in the first place. It would be fast enough it doesn't make a difference.Except some ships have very small charge times. And with current weapon systems, who's to say that this person can't jump in, unload enough firepower to take out a smaller ship and have the same jump drive ready to bring them out before the enemy has a chance to respond. There are better ways to handle it and we can see that in many other sci fi games. Think about it. In a combat situation, you would only want an auto recharging jump drive if it meant you could do more damage to the enemy at the same time. You're guaranteeing an escape, a guarantee that really should have it's own counters. Its there for balance reasons.
There is a thread suggesting that jump drives start charging with a simple left click, not needing to hold the mouse button down, and when charged the jump is auto-initiated. If you changed your mind about jumping a right click would cancel the charge. Also jump drives would no longer hold a charge. I think this would be a much better solution to the button mashing dilemma and solve the issues many players have with pre-charged jump drives than getting logic to work with jump drive computers.Pretty simple. Jump drives should be able to charge and fire with logic.
Because button mashing gets boring after 1,000 kilometers, amiright?
Current implementation doesn't prevent someone having 2 or more jump drives installed, charging them all, then using one to jump into a sector unload all weapons on a target then using the another pre-charged drive to escape. Which means jump drives are already OP by your reasoning which doesn't, in my opinion, justify the button mashing requirement.This is a popular suggestions, it would be easy to add in but there are reason why Jump drives are not effected by logic.
I'm going to summon up all the reasons and put them into two letters/two words: OP/over powered
If there was some way to counteract jump drive charging up then maybe.
But it isn't autopilot. Someone still has to be in the core.There is a thread suggesting that jump drives start charging with a simple left click, not needing to hold the mouse button down, and when charged the jump is auto-initiated. If you changed your mind about jumping a right click would cancel the charge. Also jump drives would no longer hold a charge. I think this would be a much better solution to the button mashing dilemma and solve the issues many players have with pre-charged jump drives than getting logic to work with jump drive computers.