As it stands, there are two main kinds of systems. There are shields and thrusters and the like, which exist on their own, and can be boosted and modified in various ways by chambers. Then, there are cloaks and scanners and so on, which are provided entirely by the chambers that relate to them.
I propose that jump drives belong to the former category, not the second.
Firstly, there's the concept of it. Jump drives are an integral part of the game, and FTL drives in general are an integral part of the common conception of spacecraft. Having it consist entirely of stat modifications to a reactor is, in my opinion, no fun. At least, not compared to having an actual chunk of nice, blinking blocks near the core of your ships labeled "hyperdrive".
Second, there's the practical aspect. Having a system with block counts allow for variability. In the case of jump drives, this would a power/speed tradeoff. Currently, a ship is stuck with a minimum speed and minimum power consumption depending on mass. With an actual system, one could simply install half the amount of drive blocks for half the speed and half the power consumption.
Third, details and caveats. We should probably aim for a simple, linear system, where charge speed equals jump drive blocks divided by ship mass, up to a set cap of whatever it is the regular charge speed is nowadays. Any improvement beyond that would have to come from chambers. There should probably not be a lower cap, since that would defeat the power/speed tradeoff thing. In order not to annoy people too much, a 100%-sized drive should probably be a lot smaller than the typical reactor in the same ship - there shouldn't be another huge blob alongside stabilizers, reactors, shields and weapons. To avoid chain drives and the like, put in some simple limitation like one charging drive disrupting/draining any others.
I think that's it, for now. I know this has been brought up before, so I guess this will be one of these recurring suggestions for the foreseeable future.
I propose that jump drives belong to the former category, not the second.
Firstly, there's the concept of it. Jump drives are an integral part of the game, and FTL drives in general are an integral part of the common conception of spacecraft. Having it consist entirely of stat modifications to a reactor is, in my opinion, no fun. At least, not compared to having an actual chunk of nice, blinking blocks near the core of your ships labeled "hyperdrive".
Second, there's the practical aspect. Having a system with block counts allow for variability. In the case of jump drives, this would a power/speed tradeoff. Currently, a ship is stuck with a minimum speed and minimum power consumption depending on mass. With an actual system, one could simply install half the amount of drive blocks for half the speed and half the power consumption.
Third, details and caveats. We should probably aim for a simple, linear system, where charge speed equals jump drive blocks divided by ship mass, up to a set cap of whatever it is the regular charge speed is nowadays. Any improvement beyond that would have to come from chambers. There should probably not be a lower cap, since that would defeat the power/speed tradeoff thing. In order not to annoy people too much, a 100%-sized drive should probably be a lot smaller than the typical reactor in the same ship - there shouldn't be another huge blob alongside stabilizers, reactors, shields and weapons. To avoid chain drives and the like, put in some simple limitation like one charging drive disrupting/draining any others.
I think that's it, for now. I know this has been brought up before, so I guess this will be one of these recurring suggestions for the foreseeable future.
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