Replace Jump Drives With Continuous, Energy-Limited Fast Travel to Fix Slow Pacing
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)
I like this feedback
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.
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.
Replies have been locked on this page!