- Joined
- Jun 24, 2013
- Messages
- 13
- Reaction score
- 7
I know this has been suggested before, but I wanted to get my own 2 cents in on it.
My suggestion is that, to balance jump drives, they require some type of fuel. This fuel could be crafted somehow or bought from shops at a higher price, and it would be stored on board a ship in fuel tanks, which would replace jump drive modules.
Instead of the current charge-click-jump system, you would have a relatively short charge period, after which you would enter a sort of warp drive mode where you can't change your direction but will keep going at warp speed until you either choose to drop out of warp drive, get too close to a sun, or run out of fuel. You would use fuel pretty fast. In this high-speed mode, sectors wouldn't be loaded as you passed through them, but you would still be able to see stars and planets and stuff. Then, once you have finished jumping, there would be a long cooldown period for your jump drive.
Because of the absence of jump drive modules, the effectiveness (speed? fuel efficiency?) of your jump drive would be determined by your thrust capabilities (number of thrusters? thrust to mass ratio?).
The price of fuel at normal shops should be a bit high in order to encourage the creation of player-made refueling stations.
Of course, the fuel should have a name that fits the high-tech theme of jump drives. Also, in this system, it might be more fitting to rename jump drive to warp drive.
Overall, this would make jump drives have a cost associated with them, which would make the universe feel a bit bigger while still leaving the far reaches of space accessible. Also, this would encourage the use of warp gates since they have no cost associated with them. Finally, there shouldn't be any kind of exploit similar to chain drives.
Thoughts?
My suggestion is that, to balance jump drives, they require some type of fuel. This fuel could be crafted somehow or bought from shops at a higher price, and it would be stored on board a ship in fuel tanks, which would replace jump drive modules.
Instead of the current charge-click-jump system, you would have a relatively short charge period, after which you would enter a sort of warp drive mode where you can't change your direction but will keep going at warp speed until you either choose to drop out of warp drive, get too close to a sun, or run out of fuel. You would use fuel pretty fast. In this high-speed mode, sectors wouldn't be loaded as you passed through them, but you would still be able to see stars and planets and stuff. Then, once you have finished jumping, there would be a long cooldown period for your jump drive.
Because of the absence of jump drive modules, the effectiveness (speed? fuel efficiency?) of your jump drive would be determined by your thrust capabilities (number of thrusters? thrust to mass ratio?).
The price of fuel at normal shops should be a bit high in order to encourage the creation of player-made refueling stations.
Of course, the fuel should have a name that fits the high-tech theme of jump drives. Also, in this system, it might be more fitting to rename jump drive to warp drive.
Overall, this would make jump drives have a cost associated with them, which would make the universe feel a bit bigger while still leaving the far reaches of space accessible. Also, this would encourage the use of warp gates since they have no cost associated with them. Finally, there shouldn't be any kind of exploit similar to chain drives.
Thoughts?