Non-instantaneous jump drive

Talos Myth shared this feedback 10 months ago
Under Consideration

I would like to see a jump drive that isn't instantaneous upon jumping, something more like: Star trek, EVE Online, or Star Wars. Something that allows you to walk around while in transit to another planet that is a great distance away, maybe allowing groups/fleets of ships to jump together for cooler effect.

Replies (10)

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14

Agreed. Something like this mod from SE1: https://steamcommunity.com/sharedfiles/filedetails/?id=2640137506&searchtext=frameshift

Vanilla jump drives don't give you the same sense of the space travelled and make you feel disconnected from the environment. This mod keeps you engaged with the space and you feel the distance and create better mental maps rather than just feeling like you're spawning in a new scene after a loading screen or something.

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5

This is my thought exactly, if this mod has a bit more polish and made to be a bit more like SE, it would be perfect. Like the ability to walk around while in transit while autopilot takes you to your destination.

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1

i hope this will come into SE2. That would be the greatest Thing ever!

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1

A maybe more like elite dangerous long range jump (not FSD cruise): no direction change, take a little time to jump to destination.

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1

The FSD Mod someone else linked but let you walk around would be perfect. Have it autopilot to the destination or just cruise so you don't have to line it up perfectly manually.

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1

Super Cruise!!!!!Super Cruise!!!!!Super Cruise!!!!!Super Cruise!!!!!Super Cruise!!!!!

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3

I believe this is needed for balance reasons more then special FX. Jump drives should take longer to spool up and there ought to be a counter block to inhibit jump drives from working.


I made a topic on this here:

https://support.keenswh.com/spaceengineers2/pc/topic/46197-jump-drive-counter-gravity-well

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Or just remove JD

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1

I really would like that very much, when this comes to live in SPACE ENGINEERS 2!!! I WOULD LOVE IT!

PLS KEEN, bring that into the game

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1

I would love continuous drives

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1

sounds pretty cool. I imagine it could put us in another scene for travel, ships not really moving, but instead the skybox moves...? something to that effect. In this state perhaps we could have events, come across a distress beacon or get jumped by pirates.... could do a lot with it!

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2

I would love a jump drive like this:

  • power up spooling
  • calibrating on target?
  • add engineering screens for future multi-crew gameplay - engineer can do a mini game to jump faster or smth
  • enter jump space where you cant hit things
  • cool enter and exit effects (star trek the motion picture)
  • 5-10m between planets? unless you go to engineer controls screen and do something there
  • can walk around ship and work on things
  • power outage = drop from jump space
  • a warp signature on start and end of arrival? residue? could be fun

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1

I would also suggest a tier system for jump drives:

Tier 1: Slowest. Something like FSD from Elite Dangerous, or the effect from Stargate universe, where Destiny has some kind of "aerodynamic" effects around the ship. In SGU, Destiny travels in normal "space" but faster than the speed of light, which is too fast for SE, so scale it down to match the SE star system size and travel distance, so that it takes a few minutes depending on the distance. Since it would be in normal space, there would be a possibility of colliding with another object or voxel, but I would probably avoid this behavior for a better user experience. But at least planets and moons could have collisions, or it could be like in Elite Dangerous, that when the ship approaches the gravity field it drops from Super Cruise, or it would not even allow it to start a "jump".

Tier 2: Middle tier, which would be faster than tier 1, like 2x faster or something like that, but still not instant. Something like Stargate Hyperdrive (yeah, I'm a Stargate fan), where the ship would enter "subspace", a sort of tunnel that the ship would travel through but the distance in "subspace" would be much shorter than in normal space and without the risk of collision, that you could even fly through a planet for example. It can also be compared to the Nether in Minecraft, where 1 block traveled in the nether is 8 blocks traveled in the overworld.

Tier 3: End game tier, which would be almost instant, just some spooling animation, countdown etc, but the jump would be instant, just like in SE1.


For tiers 1 and 2 I would also add a restriction that the ship must be facing the target, or even moving at a certain minimum speed, where it would also retain its entry speed, that it would have to slow down after completing the "jump" (or keep flying), but this would have to be included in the distance calculation so that the ship has enough time to stop. This entry speed could also affect the time how long will the "jump" take, that if you enter it at a higher speed, the "jump" flight will take less time. The GPS marker could still be used, but only to calculate the distance, but the player would have to determine the direction manually (or with a script when they come).


The player would have to unlock individual tiers through progression, that only after some colonization progress you could have access to a higher tier, which would also require more expensive components, or for tier 3 specifically it could be something like the prototech in SE1, that you have to find it and get it from a difficult encounter.


There could also be a block available that could create something like a jump gate, where two jump gates would be connected, or the player could choose which target jump gate he wants to be transported to. That a ship without a jump drive could fly through it as if it had a jump drive. But with the restriction that it cannot fly anywhere, but only where the target jump gate is built. This could also be used for fast travel between sectors which is already in SE2, as this would be much better in my opinion.


Furthermore, I agree with what has already been said that the player should be allowed to move around the ship during the "jump" flight, that the player would no longer have to be seated. For this, air vent pressurization could be used (when it is added), so that when the player is inside the pressurized space, he is automatically taken along with the ship. The same could be applied to other unconnected grids inside the pressurized space. If this will implemented for unconnected grids as well, it would also be convenient if the unconnected grids would also move with the ship, acceleration and rotation. But the players and grids outside would still have to be seated/connected.

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