Im waiting for these features:
https://forums.frontier.co.uk/showthread.php?t=5443
Misjumps have their own set of rules:
Misjumps can result from a number of scenarios
A hyperdrive malfunction can result in a misjump
A galactic map malfunction can result in a misjump
Activating the hyperdrive inside certain space phenomena can result in a misjump
Attempting to tail-gate another ship’s jump can result in a misjump
A misjump transports the ship to a new destination
This distance between the new destination and the target destination is a random value based on the distance travelled (the longer the jump, the greater the misjump range potential)
The misjump destination may be the outer limits of an inhabited system, or a dark system
Such systems may not yet be in the player’s galactic map
Very rarely, a misjump can result in turning up somewhere else
After a misjump, the hyperdrive automatically runs a diagnostics test for a duration before it can be charged again
There is no way to force a misjump other than directly sabotaging the hyperdrive module to guarantee a malfunction
MODIFIERS
As described above fuel quality can determine a number of modifiers that affect the performance and/or efficiency of the ship. However these modifiers can be provided by other systems such as the ship hull, drives and hyperspace module. The modifiers are formally described below:
Consumption Rate - a percentage modifier for altering the base rate of consumption of a fuel during normal use
Jump distance - a percentage modifier for altering the base jump distance of 1 ly per ton during hyperspace travel
The modifiers are applied individually to the base values as determined by the fuel quality before being applied (e.g. two sources of -50% jump distance will actually only result in a 75% reduction overall in distance rather than 100%)
E.g. explorer class ships hulls typically have beneficial modifiers to jump distance and consumption rates opposed to military grade hulls that require more fuel consumption in general to civilian ships
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https://forums.frontier.co.uk/showthread.php?t=14422
FUEL TANK MALFUNCTIONS
The Fuel Tank is like any other module in the ship (although it’s usually built into the superstructure and is thus typically not upgradable) in that it can suffer damage and malfunctions. These malfunctions are listed below:
Minor malfunctions:
Faulty fuel line - temporarily starves the power plant of fuel thus reducing available power gradually until no power is available (modules turn off in priority order) until the fault fixes itself (variable time limit for the malfunction)
AFR fuel leak - temporarily drains more fuel from the AFR than normal as fuel is effectively leaking from the reservoir until resealed automatically (variable time limit for the malfunction)
AFR refill fault - temporarily stops the refill process when the AFR is empty resulting in starving the system as in a faulty fuel line malfunction above but can only happen when refilling the AFR (variable time limit to the malfunction)
Major malfunctions:
Main Tank leak - temporarily drains fuel from the main tank over a long period of time before automatically resealing. Whilst draining the Main Tank is considered to have one less whole unit of fuel as what it once had as that unit of fuel is slowly drains away. If that unit of fuel completely drains another whole unit is sacrificed to the malfunction. Once the malfunction is over any partial units of fuel left in the Main Tank will automatically top up the AFR if possible and any further leftovers are lost
Main Tank fire - the Main Tank ruptures and ignites in a dangerous inferno completely destroying all units of fuel in the Main Tank (AFR and Reserve Tanks are unaffected). The fire is a separate ship wide malfunction described in another document and this malfunction is really just augmenting it by also having all the fuel in the Main Tank lost to the fire
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Multiple Shield Generators
https://forums.frontier.co.uk/showthread.php?t=5701
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https://forums.frontier.co.uk/showthread.php?t=6418
Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping
Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids
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https://forums.frontier.co.uk/showthread.php?t=7007
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And a lot of other features like an automated navigation plot, and more complexity in general (weapon and modules management).