Making it take a long time to travel from one side of a galaxy to the other helps create the impression of the vastness of space, and allows people to deliberately set-up in harder to reach locations.
I understand what you mean. I don't think that would need to be a limiting factor in deciding which system to implement though - time spent in warp/hyperspace could be made proportional to distance, so jumping to far locations could still take a longer time.
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Increasing jump range would certainly prove beneficial to servers; without a significant buff to warpgates, though, it might drive them even further into obsolescence.
Good point.
Another concern I have is that, without an inhibitor update to include the widely-desired "jump interupting" feature (if a jump path intersects an inhibited sector, the jumping ship is dropped in or adjacent to that sector), increasing jump ranges would further lower the odds of successful jump chases, piracy, and similar (although I admit that this may already be moot, since server populations are low enough that the rate at which such interactions occur is negligible).
I can't disagree, it would make it more unlikely, but I kind of feel like chain drives already make it extremely unlikely anyway, so there wouldn't be much difference.
Chain drives will remain in use until there is a reason not to use them, and this change would not be such a reason (it is highly unlikely that it would make chain drives significantly less effective (let alone at all), in terms of speed per block, than large jump drives).
Possibly, yes. Or perhaps people would be satisfied with a range that was "enough".
Anyway, I think your post is probably enough for me to now see the current system as (very, very) slightly preferable to jump modules increasing range.
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The one problem I see with increasing range versus increasing recharge is different players would all have different jump ranges, and end up loading more sectors into active memory by being in different sectors at the same time.
I doubt that would be enough to match the number of sectors loaded because of chain drives.
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The main reason from what I can gather is jump drives are meant to be a (relatively) short distance hop, whilst longer distance FTL travel will be using hyperdrives, which may be capital related?
Ah, is this a thing?
Hyperdrives are something different to jump drives? Where can people see more info about this?