Recognized by Council QUICK WIN: One-click jump charge

    Valiant70

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    This is labeled as a "quick win" as it would take little time to implement while making a large impact on game playability.

    It's simple: I don't want to wear my finger out charging my jump drive! Therefore, left click once to start charging and click again to stop charging. If there are balance concerns about the player being able to charge the drive while doing something else like firing weapons, then stop charging if the player scrolls away from the jump drive slot on the hotbar.

     
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    sayerulz

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    Simple, but helpful. I like it. Just make sure it properly stops when the player scrolls. You cant shoot while calculating jumps!
     

    EMC007

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    This would help so much, seriously, I mean, with large sectors in a new universe, it takes FOREVER to get anywhere.

    This would save many fingers that are no longer with us today.

    +1
     

    therimmer96

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    The idea was that you cant shoot and charge at the same time. This is by design.
     

    alterintel

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    treat jump drives like cloak, if you shoot, weapons you lose jump charge?
     

    Valiant70

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    The idea was that you cant shoot and charge at the same time. This is by design.
    SEE:
    If there are balance concerns about the player being able to charge the drive while doing something else like firing weapons, then stop charging if the player scrolls away from the jump drive slot on the hotbar.
    treat jump drives like cloak, if you shoot, weapons you lose jump charge?
    I don't think it's necessary to lose the charge, but just stop charging.
     
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    This is labeled as a "quick win" as it would take little time to implement while making a large impact on game playability.

    It's simple: I don't want to wear my finger out charging my jump drive! Therefore, left click once to start charging and click again to stop charging.
    I think the same goes for salvage beams... how often do you fire the salvager for a single cycle? Actually, that is probably true for most of the support systems.

    It's somewhat less annoying because you can trigger them with a clock circuit, but it would still be nice to have them instead activate once and stay active until triggered the next time, which would work manually as well as with circuits.
     
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    ok, first of all, this completely makes sense. what would be nice, is if you could get some endgame-system to hook up to the drive cpu to make it so that it charges instantly, but uses more power. (would either charge fully or charge until power's 10% or something)
     

    Keptick

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    Is keeping the mouse button pressed down really THAT hard?

    If you answer yes to the question then you may want to see a doctor.
     

    alterintel

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    Is keeping the mouse button pressed down really THAT hard?

    If you answer yes to the question then you may want to see a doctor.
    the game should be about strategy and tactacts.
    Not about what you can endure.

    Let's make Star made a game of strategy, not endurance. :)
     
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    Or you could just hook it to logic. It's slower, but it works.
     
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    Is keeping the mouse button pressed down really THAT hard?

    If you answer yes to the question then you may want to see a doctor.
    I am all in favor of user interface changes that improve the user experience without compromising gameplay. I would hope you are, too. Especially when they are likely as simple as changing how a mouse event is implemented.

    If I wanted to suck it up and have fun in spite of the user interface, I'd go boot up my last keep in Dwarf Fortress.
     

    Matt_Bradock

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    There is a very important aspect of having to press that mouse button while charging jump drive.

    Namely, you can't use any other system in the meantime, especially weapons. If jump drives charged themselves, this would all go away, which I definitely do not want. From the very beginning of planning a jump drive, having some kind of balance or cost of spooling up your FTL was a core feature, to make jumping out of battle a little harder. I don't want this aspect gone, and I really hope the devs don't want it gone either, as every other serious game (especially Elite: Dangerous) has such a charge time with weapons disabled before activating jump drive/warp drive/hyperdrive/frameshift etc.
     
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    Couldn't you slave your jump drive comp to an inner ship remote? Not sure if this works or not, should test it out later.