Safe Zone Jumps (Fast Travel)

4Peace shared this feedback 15 hours ago
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I like Fast Travel in SE2, it should be possible to jump between own Safe Zones not only discovered economy stations. From a mechanical perspective, this is effectively the same jumping mechanism already used by Jump Drives, just applied to static infrastructure instead of mobile ships. For clarity, the rest of this suggestion will refer to it simply as a jump.

Safe Zones should work around an energy storage model rather than constant extreme power consumption. Charging a Safe Zone would require a large upfront amount of energy, but once charged, it would consume relatively little power to remain active. The maximum stored energy would effectively represent the Safe Zone’s HP.

When performing a jump, the Safe Zone would consume part of its stored charge. The amount used would depend on both the mass of the ship and the distance to the destination Safe Zone. This naturally limits jump range: heavier ships would be able to jump shorter distances. After the jump, the Safe Zone would automatically begin recharging back to full using available grid power.

Incoming fire would also drain the Safe Zone’s stored charge. However, as long as sufficient power is supplied, it would recharge extremely quickly, allowing it to sustain enormous DPS. Disabling a Safe Zone would therefore be less about raw firepower and more about depleting its energy reserves. In practice, the amount of sustained damage required would be prohibitively high even for a full fleet, making such attacks technically possible but extremely unlikely.

Zone Chips could be expensive, but consumed only once to activate a Safe Zone, and optionally once per jump.

For economy stations, jumping from within their Safe Zones would consume credits, again scaled by ship mass and distance. To avoid exploits and keep the system simple, economy Safe Zones could always be treated as having infinite or maximum charge.

Overall, this would add a compelling alternative for the "mobile" jump drives, which can be balanced too btw. And it would remove the constant pressure to mine tons of just to sustain the constant Safe Zone power draw.

Thx for reading.


Similar suggestion for SE1

Replies (2)

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You read my mind!


I just finished this in my mod for SE1 running at my multiplayer server. Feel free to jump in and see it in action. I'm now installing prototype jump rings between planets.


The block is called Jump Bridge and is variant of Safe Zone using Jump Drive technology to transport objects on large distances.

Basically it reverts the rules - with Jump Drive everything connected to its grid is transported.

With Jump Bridge everything which is NOT connected to its grid is transported. This can be player character or other grid.


It uses standard jump drives as energy source, but they must fit inside safe zone. It consumes grid's energy and zone chips like regular safezone do to upkeep bridge activation but takes additional energy from jump drives depending on mass of transported object. Jump drives need then recharge as usual.


When Jump Bridge is deactivated the grid can be converted back to ship and use its jump drives as regular so it allows to build capital ships with Jump Bridge for fleet transport.

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Very nice indeed. Do you have it published on steam workshop or modio?

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Oh, and you might want to check this related topic about Jump Drives as well

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Screenshot of Jump Ring station with Jump Bridge activated and deactivated.

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Yeah! FastTravel should be more like using a stargate. This would feel more like an immersive in-game feature than just pressing a button in a menu.

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My Jump Bridge is still work in progress being tested on my SE1 server, indeed its main purpose is fast travel option but I want to have it immersive, and accessible for players similar to regular jump drive or safe zone.

It needs to be built, has certain rules related with max distance, zero-G location, mass, energy consumption, costs of running, ship dimensions must fit inside zone etc. I'll also add option for payments so people can operate own jump bridges as service. Safe zone already has interface to control and limit access rights.

As for SE2... today I finished the sector unlocked fast travel for first time and I fully agree - it is immersion breaking experience just like Save and Load/Join other world.

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Jumping from within the Safe Zone can have similar particle effects as when using JD. The benefit of SZ jumping is that it will take a few seconds to jump, while JD would require 20–30s to charge before the jump.


You will prefer using SZ when available and when you need to jump between 2 fixed points. JD might also be very expensive to build, or even require some non-crafted exotic components. You will install it on board of exploration ships or warships/carriers. For many other ships, like, for example, a cargo ship that delivers ore/ingots between bases, SZ jumping would make much more sense.

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