Jump drives need to be reworked; they should be somewhat less... usable. I don't mean that they should be useless, but they should have more advantages when used with carriers, or say flagships than fighters/bombers. A possible way for accomplishing this would be making a base energy cost, or a cool-down timer, and the system ALWAYS passively charging with some configurable (in-game) power allocations, like having individual systems utilize only a certain amount of power; i.e. 25% to passive jump drive recharge, 35% to thrust, 10% to shield-eating cannons, 15% to each of two lock-on missile systems.
This... hyper-drive is pretty nice, though I think it should open a "gap", or rather, a temporary warp gate that would allow smaller vessels to follow through in the short amount of time that is allotted (configurable of course), and after this allotted period, the gate would instantly disappear (with every ship even barely crossing the warp gate in time catching the hyper-space draft). The last issue I may see with this is the cost for teleporting from one sector to another. I would propose that the amount of base energy for traveling across one sector to be somewhat large, and increasing exponentially for each additional sector that the ship would "skip", and possibly (this would be a change to the "infinite" resources that a ship has) requiring some sort of rare (or not) material to jump (something like utilizing Uranium for power, instead of solar panels because 1kg of Uranium releases millions of times more power than a single solar array).[DOUBLEPOST=1412392327,1412392296][/DOUBLEPOST]Just realized this wasn't the suggestions forum...