Jump Drive Rebalance

4Peace shared this feedback 15 hours ago
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This rebalance aims to solve two major issues with the current Jump Drive mechanics.

The first issue is travel pacing. Long-distance journeys often require multiple jumps, and between each jump you may be forced to wait up to 7 minutes doing absolutely nothing while the drive recharges. This isn’t engaging gameplay—it’s just frustrating downtime that breaks the flow of exploration and logistics.

The second issue is combat balance. In combat, Jump Drives currently act as an almost guaranteed escape button. A ship can jump away at maximum speed and constant rotation, with no meaningful commitment or counterplay. This makes disengagement trivial and undermines tactical combat.

The goal is to limit Jump Drives in combat, while at the same time improving them for regular travel.


Instead of requiring Jump Drives to be pre-charged in advance, a jump would always start charging from zero when activated. The maximum power input could be increased significantly so that a full charge takes around 20-30 seconds. During this charge-up phase, the ship would need to remain relatively stable—moving faster than, for example, 10 m/s or rotating aggressively would cancel the jump and dump the stored charge. In addition to energy, a jump might also require a "zone chip", but that is debatable.

This change would make combat jumps a risky commitment rather than an instant escape. You would need to create a window of safety to jump out, giving attackers a chance to interrupt or capitalize on pressure.

At the same time, this system would greatly improve long-distance travel. Instead of waiting several minutes between jumps, you will still need to use a lot of power but wait relatively small time (providing you have enough power generation to max out the input). Travel becomes faster and more interactive, without removing the strategic cost of jumping, and allow you to build less jump drives overall.

With these changes in place, Jump Drives would remain powerful but more balanced, clearly separating their role in combat from their role in exploration and logistics.

For players who want an even more structured and infrastructure-based way to travel long distances, Safe Zone Jumps could serve as an alternative method of travel.


Thx for reading.


Same Suggestion for SE2


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jump drive fuel

Jump Driver Overhaul

Replies (1)

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1

For combat I would love to see it as EWAR - attacker installs block "Jump Drive Inhibitor" which consumes power but disables jump drives (including friendly!) in range, defender can install jump drive inhibitor screens - also consume power, are costly, bulky etc.


Also EWAR to stop incoming jumps in specific range (sort of safe zone against hot drops).


Both on my long list of ideas to add to mod....

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2

The blocker and anti-blockers cancel themselves out but force you to spend extra PCU. If you have only one blocker, that might be unfair too. There should be a way to escape imo. Maintaining low speed and no rotation for 30s could already be enough of a restriction to allow an attacker to "win" the battle or at least disable the JDs or power generation required to charge them, because remember that now you need to charge JDs after you initiate the jump.

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