So I was doing some thinking, and it crossed my mind - we've heard people complain for quite some time about the Frame Shift Jump Loading Screen, and I got to thinking about it. I have to wonder first how feasible it would be to do this thing about which I am thinking, and how much fun it could potentially be.
So here's my thought:
You fire up a Frame Shift Jump just like you always would, wait on the countdown, see the regular FSJ Loading Screen, except... instead of just waiting it out, you get one of those Escape Vector markers, like you get when interdicted, that you have to chase around the screen. If it escapes you (you fail), you fall out of hyperspace somewhere other than where you were going.
If you manage to stay on it, it eventually turns blue, or some other indicative color, which means you can then either drop from hyperspace on target, or risk another round with increasing difficulty, at the expense of your FSD's durability, to extend your jump further (to the next jump of a multiple-jump trip), with the same mechanics as before, just with a harder vector to track.
For instance, if you had plotted a 5-jump course to System E, from System A, you could attempt to skip past system B by playing another round of Hyperspace Chase-the-Marker, that moves faster, and changes direction more often. Fail, and you wind up a few systems off-course. Succeed, and you can either drop out into System C, or keep going to try to make it to System D, each time shedding some of your FSD's Durability.
Oh, and should you fail, you also suffer the cumulative effects of Emergency Stops for each system you either skipped past, or the number of systems off course you get thrown, which could potentially leave you in a very compromising position, but that's the risk you take.
Your thoughts?
So here's my thought:
You fire up a Frame Shift Jump just like you always would, wait on the countdown, see the regular FSJ Loading Screen, except... instead of just waiting it out, you get one of those Escape Vector markers, like you get when interdicted, that you have to chase around the screen. If it escapes you (you fail), you fall out of hyperspace somewhere other than where you were going.
If you manage to stay on it, it eventually turns blue, or some other indicative color, which means you can then either drop from hyperspace on target, or risk another round with increasing difficulty, at the expense of your FSD's durability, to extend your jump further (to the next jump of a multiple-jump trip), with the same mechanics as before, just with a harder vector to track.
For instance, if you had plotted a 5-jump course to System E, from System A, you could attempt to skip past system B by playing another round of Hyperspace Chase-the-Marker, that moves faster, and changes direction more often. Fail, and you wind up a few systems off-course. Succeed, and you can either drop out into System C, or keep going to try to make it to System D, each time shedding some of your FSD's Durability.
Oh, and should you fail, you also suffer the cumulative effects of Emergency Stops for each system you either skipped past, or the number of systems off course you get thrown, which could potentially leave you in a very compromising position, but that's the risk you take.
Your thoughts?