Read by Council Suggestion/query: Jump Drive Failure & Misjumps

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    Just throwing it out there guys...

    After a bout of combat with pirates, your jump drive takes damage. Your repair tool can partially repair it, get it to function but it requires servicing at a dockyard or shop to be fully operational.

    Considerations

    • NPC engineer increases % of on the spot repair under noncombat conditions
    • >50% damage can be repaired up to max of 50% functionality
    • <50% damage can be repaired but jump range is decreased. For example, 40% damage decreases jump range by 6 sectors, 30% by 4, 20% by 2 and 10% by 1
    • Recharge rates increase dependent on damage
    • Damage over 50% increases risk of a misjump; higher damage, greater chance of a misjump
    • Repeated onship repairs to jump drive incurs degradation of drive, even with dock/shop repairs requiring replacement drive module
    • Additional NPC engineers increase repair of jump drive to a max %, so no super buffs from lots of engineers
    • NPC engineers, as with other professions, max out stats; they may be rocket scientists but they can only work a) proper tools for higher damage, and b) cannot break the laws of physics

    Misjumps

    • You remain in same system, drive takes % of additional damage
    • You are flung into another system based on (insert devs malice & coffee dependancy )
    • You find yourself in another dimension/warp space or so forth.
     
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    I actually like the idea of it degrading over time, but not sure it should be irreparable after many repairs. After all if you want to you can keep a car running indefinitely if you know how to fix it consistently. However, perhaps make it more likely to break down or have issues if it is older, or has been repaired many times. Old or damaged cars break down more often, using the same analogy.
     
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