First time I tried wrighting this the lovely internet disconnected and I lost it all, here goes fingers crossed.
I believe a mixture of the ideas (all of them) with a bit of reworking is what people want to see added to the game. So I will try to come up with the best reworked ideas and place them below.
Jump/Warp Drive:
*note* I will revert to a warp drive during my explanation even though I feel that it is more of a jump drive.
-The Warp Drive depletes all power in the ship for 15 seconds before/after use. This way you must think long and hard about where, when, and who might be there. This would keep titan, and capital ships from making blind jumps as they are bringing millions of dollars worth of ship into a potentially dangerous, and devastating scenario for themselves without a scout. This also makes sure that you don\'t just warp away when the player feels like they will lose a fight, or as I like to call it the \"scum-bag that likes to cocktease all the other players who try to take them out\".
-The warp drive will be expensive. I propose for the drive to be made out of level 5 ores along with warp drive cores that are equal in price to faction HQ\'s, and yes I do support the idea of being able to find/buy what you are too lazy to make. The cost and time it would take to make a warp drive that does not function if your power supply is not large enough would keep small fighters from buying them. This means that no, not everyone can get them and those that can must have a large ship to activate it (although bringing along any docked vessel(s) would be fine).
-Bigger is better. The larger your warp core the furthur you may go, but there should be a limit (32 sectors does sound about right) to the distance you may warp to stop people from making absolutely massive star sized warp drives then hopping across the galaxy in one swoop.
-Warp drives must remain undamaged. I think that a damaged warp core should have a timer (like that of a ships core) before it bursts into nothing but burnt circuits and sparks. Along with this the core may be used but it can stop warp randomly in any sector, it can explode upon use (doing about a missiles worth of damage to your ship, and it may also \"melt\" other systems causing them to become inactive until the core is repaired or removed. This will give a little more fun to fighting a capital ship as you could cause the warp core to explode damaging the ship, and then board that ship through the hole or continue to blow up its insides.
-Upon entry into a sector all players for 2 sectors have a ping on screen (the same as the destination marker) pointing to the newly warped ship. Remember it will take them more then 15 seconds to get there so your shields will be up before any ships enter your sector (unless your unlucky of course). This keeps players from feeling like ships are just spawning around them.
-Sectors can be blocked with warp jammers (or something along those lines), preventing any ship from warping into them. This keeps bases more safe (even though the attackers will be disabeled for 15 seconds upon entry) and requires them to have scouts around them to watch for any incoming warp signatures (which I believe will add to gameplay for factions).
Relays:
-A relay may not be built in a sector with any faction structures (bases, ships, turrets, etc.). This way you don\'t simply build one beside your base for easy defense, and a faction would have to send out an unmarked fleet for construction adding to the difficulty.
-A relay must be built in a circular formation, and it must be complete to be useable (meaning the circle cannot be severed into a \"c\" shape).
-Relays can be destroyed by any enemy type (be it player or pirate), so factions must monitor their relays carefully as to keep their network functioning.
-Relay blocks require 1 power supply each to keep these things hard to build. This way space won\'t be littered with relays, since they are hard to build.
-Relays operate as the Mass Effect relays do. They simply launch your ship to the desired destination rather than having to fly through it. (this makes sure any ship may use it, since older capital ships may not have the space to insert a warp core)
-Relays must be powered before use. This is exactly how it sounds, this way it will be more difficult to move large fleets quickly. The relays require massive amounts of electricity to work so it should take 2-3 minutes to power up if you use a 5 block big power supplier ship (this time will improve based on blocks added)
-Relays remain functional until electricity is used up. The larger the ship the more it will take to fire it across the system, thus you will need to charge it inbetween large ships while smaller ships can continue to be launched fairly close together.
-Any faction may use a powered relay, but may not power other factions. This way if multiple allied factions wish to move together they do not need to build seperate relays, along with the idea that an enemy could follow you if you do not pay attention.
-Relays do not send things back, both sides do not need to be powered just one for it is doing the \"heavy lifting\" so to speak. The powered relay shoots you, the second relay catches you.
-Relays must have a base power before use. This means that if a players ship is so huge the other relay does not have the power to \"catch\" it, then it will not function for that ship. This makes sure that relays must be a minimum size for factions wanting to send large ships through. The power capacities of both relays will be given in the relay menu, along with the energy your ship takes to be launched to x-relay.
-Relay menu will be accessed the same as the shop to give ease of use to players.
These are just some of my ideas, but I know they are not perfect for everybody. Thanks for reading.