IMO there should be min charging time of FTL drive (preventing fast escape from battle) and max time of charging (different max length of jumps for different ships).
Charging FTL should drop e/reg of the ship to very low levels (i.e. 10%), disallowing using weapons, thrusters and slowing down recharge of shields. Also charging time should be dependent on mass of the ship, length of jump and number of FTL drive blocks.
Energy reg/s should be also viable when using FTL but as a resource which wouldn't speed up charging. Energy should be used while charging FTL, and if there wouldn't be enough energy available for hyperdrive system then whole charging process is slowed down but if there is a surplus of energy, then it won't matter.
Energy being used for charging would be drained from available sources, including power tanks, basic e/s (value of stat before brought to low level) and powersupply from other ships.
Power drain of this system would be based by FTL thrust of ship, similar to energy consumption of normal thrust system.
Cooldown on FTL system also could be nice. It could be based i.e. on how much charged FTL was needed to make previous jump. So if previous jump needed 40% of max charging value of the ship, then cooldown would be equal to 40% of max cooldown value in the server.
+Shields down and e/s lowered for some time after the jump.
Charging FTL should drop e/reg of the ship to very low levels (i.e. 10%), disallowing using weapons, thrusters and slowing down recharge of shields. Also charging time should be dependent on mass of the ship, length of jump and number of FTL drive blocks.
Energy reg/s should be also viable when using FTL but as a resource which wouldn't speed up charging. Energy should be used while charging FTL, and if there wouldn't be enough energy available for hyperdrive system then whole charging process is slowed down but if there is a surplus of energy, then it won't matter.
Energy being used for charging would be drained from available sources, including power tanks, basic e/s (value of stat before brought to low level) and powersupply from other ships.
Power drain of this system would be based by FTL thrust of ship, similar to energy consumption of normal thrust system.
Cooldown on FTL system also could be nice. It could be based i.e. on how much charged FTL was needed to make previous jump. So if previous jump needed 40% of max charging value of the ship, then cooldown would be equal to 40% of max cooldown value in the server.
+Shields down and e/s lowered for some time after the jump.