So, we have our jump drives and jump gates, but if you're going more than two or three jumps away and there's no gate, it gets to be a pain in the index finger, like having to mash the W key for an hour in the pre-FTL days, only worse. Like most systems, I highly doubt the first implementation of FTL is in the final form we will see in the released game, so here are my thoughts on the matter.
EDIT: To be clear, I'd like to replace the current jump drive technology with this. It is meant to do the same thing, except that beyond single-jump range you stay in the warp tunnel for some time rather than dropping out and wearing out your finger recharging multiple times.
EDIT #2: Warp interdiction
I've seen some ideas about warp interdiction, but most of them have been so overpowered that I'd ask my server owner to disable them entirely in the block configs or nerf the heck out of them. Thus, here are my thoughts on warp interdiction.
While in warp, you may detected TWICE as far away by scanners, and will give the scanner info about your direction of travel. You'd think all that energy boiling out of warp space would be really easy to spot, and it'd leave a trail too.
My idea of a warp interdiction matrix bears several similarities to a scanner (which is convenient as they operate alongside one another). To prevent people from spamming them, they should have a cooldown similar to a scanner, and they may also pull friendlies out of warp (configurable), including yourself. Pulling friendlies out would prevent someone from hooking a huge matrix up to logic and trolling people for no reason. If you're planning to interrupt someone's travel, at least put in the effort of pressing ONE button.
The other similarity to scanners is that interdiction matrices follow the same rules about range (including their block count). This leaves a strong albeit balanced disadvantage to warping through enemy territory while not guaranteeing that you'll get whacked.
- Right now, the ability to escape a battle with jump is balanced by the fact that the jump charge resets when your ship is hit. Any new system must have a similar balancing mechanic.
- The speed you may travel is determined by the number of blocks on your ship in relation to the ship's overall mass
- The maximum yield of your jump drive is limited by your ship's power output
- After charging, provides instantaneous travel up to a certain range.
- A pain in the finger after a certain range.
- Jump into enemy territory and you might land in the middle of an unpleasant surprise!
- An initial charge would still be required to enter warp
- The number of jump/warp modules on the ship would determine its "Performance Factor" which has two functions.
- Up to a certain range (called Instantaneous Range) scaled to the Performance Factor, functions just like today's jump drive. Charge, jump, wait two seconds. Are we there yet? Yes.
- Beyond its Instantaneous Range, the ship would remain in a metaphysical "warp tunnel" where it does not load or collide with other objects, but has a determinate speed based on the drive's Performance Factor. This has a steady power consumption about equal to the power required to charge the drive.
- Allow automatic recharging of the drive with logic. On charges automatically like a scanner, while off (default) acts as it does now.
- Activating without a waypoint jumps the Instantaneous Range in the direction the ship faces (just like now)
EDIT: To be clear, I'd like to replace the current jump drive technology with this. It is meant to do the same thing, except that beyond single-jump range you stay in the warp tunnel for some time rather than dropping out and wearing out your finger recharging multiple times.
EDIT #2: Warp interdiction
I've seen some ideas about warp interdiction, but most of them have been so overpowered that I'd ask my server owner to disable them entirely in the block configs or nerf the heck out of them. Thus, here are my thoughts on warp interdiction.
While in warp, you may detected TWICE as far away by scanners, and will give the scanner info about your direction of travel. You'd think all that energy boiling out of warp space would be really easy to spot, and it'd leave a trail too.
My idea of a warp interdiction matrix bears several similarities to a scanner (which is convenient as they operate alongside one another). To prevent people from spamming them, they should have a cooldown similar to a scanner, and they may also pull friendlies out of warp (configurable), including yourself. Pulling friendlies out would prevent someone from hooking a huge matrix up to logic and trolling people for no reason. If you're planning to interrupt someone's travel, at least put in the effort of pressing ONE button.
The other similarity to scanners is that interdiction matrices follow the same rules about range (including their block count). This leaves a strong albeit balanced disadvantage to warping through enemy territory while not guaranteeing that you'll get whacked.
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