Replace Jump Drives With Continuous, Energy-Limited Fast Travel to Fix Slow Pacing

Debbu Rollish shared this feedback 23 days ago
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Problem: In vanilla Space Engineers, interplanetary travel has two extremes:

Normal flight: takes hours of real time with nothing to do.

Jump drives: instant teleportation but can't be used near planets.


No middle ground between “wait very long” and “teleport instantly.”

Core Idea: Replace (or keep) Jump Drives with fast travel mode that temporarily disables physics and moves a ship at extreme speed, limited by stored energy only (much like the jump drive).

How Fast Travel Mode Works: Player activates Fast Travel Mode. Ship physics, gravity, collisions, weapons, and ship systems are disabled. Only batteries may power fast travel (no reactors, no hydrogen). Ship moves straight at a much higher speed. Energy cost is precomputed and deterministic. When energy runs out or target distance is reached, server validates safe placement and re-enables physics for the vessel.


If the player doesn't stop in time and runs out of power (a power stat on the UI while FF), the ship stalls mid-space, broadcasting its location to NPC ships or server players.

Multiplayer & Anti-Abuse Rules: Fast travel cannot activate if:

  • The ship has recently taken damage
  • A hostile projectile or weapon fire is detected in a certain radius

Additional safeguards:

  • Short server sync delay (≈1 second) before activation to: Confirm energy. Confirm no threats. Confirm destination clearance
  • During fast travel: Ship has invulnerability. All systems except battery drain are disabled

This prevents combat escape abuse while allowing strategic disengagement before a fight begins.

Collision & Placement Safety

  • Before physics re-enable, server performs a final collision scan
  • If blocked, ship is placed at the nearest valid offset

Performance Considerations

  • No high-speed collision simulation
  • Uses existing damage/projectile detection systems
  • Deterministic energy drain avoids desync issues

Why This Is Better Than Just Jump Drives

  • Battery Power replaces jump drive long cooldowns and restrictions.
  • Multiplayer-safe
  • Eliminates idle travel time while expending same amount battery power.
  • Encourages emergent gameplay (rescues, ambushes, stranded ships)

Replies (1)

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I like the idea overall, but it might be a bit too ambitious to do in SE1. Make this suggestion for SE2.

But you inspired me to write my own take on fast travel and jump drive mechanics.

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