I would be lying if my feature request didn't come from other sci-fi games/movies/books/tvshows.
So the Frameshift Drive works like a warp engine from star trek, it allows us to create a Alcubierre bubble around the ship and relatively reach FTL speeds. This is Emergency Jump, it quickly activates the FSD but only for a moment/instant and you are dropped to normal space.
It would be very easy to balance this. Make sure ship that activated the emergency jump take huge amounts of heat damage as well as additional damage to FSD, and when you dropped to normal space a instant later (possibly thousands of KM away from jump point) ship goes into super long FSD cooldown.
The main reason why anyone want to do this is to highwake quicker, the emergency jump charge is much quicker.
in a nutshell;
Emergency FSD Jump; A quick panic button to save your ship from immediate dangers (combat, stuck inside jetcone[normal space], stuck on high gravity planet).
PROS;
Very quick boot time.
Can save a ship from very dangerous places.
CONS;
Massive heat damage.
Massive damage to FSD.
Very long reboot time for FSD after jump
Location of drop can be scanned by FSD wake scanners.
now the reason why I said a potential to fix combat logging(this is optional, something Devs have to decide)
When ever a CMDR does the unspeakable!, this exact thing should happen, their ship activates Emergency FSD Jump. If they die during the jump so be it. If they are followed by a well equipped enemy, so be it.
for Devs:
Edit: There is a major damage cost to this. You get both HEAT DAMAGE AND PURE DAMAGE TO FSD. Cumulative damage could completely broke your FSD, which may actually maroon you. I want to repeat this, This feature should be extremely costly and dangerous.
Edit 2: Other people's suggestions; a chance to kill your ship completely like a Russian roulette (loved it), fuel cost (totally make sense), material cost(you need to have it before hand)
Also I want to make it clear, sorry I didn't made it simple: your FSD activates it's SUPERCRUISE for a split second, you are still in the same system, hell close by to your original jump point, but too far away to reached by normal space travel with engines. Depending on the math, you could be a few hundred thousand KMs or about a million KMs. if your enemy has wake scanner, they should be able to reach you before you repair your ship or the long FSD Cooldown finishes.
Edit 3: Guys, this isn't like FSD boost from jetcones which has 1-2 % damage to your FSD. We are talking about 30%,40% damages to your FSD PLUS a massive (200%, 300% heat) heat damage. This action is all about pilot knowing his/her ship's limits. A rookie pilot should be easily kill themselves with this. and if your ship explodes before even making the jump, your attacker still gets your cargo. Depending on your ship's condition in general (module and hull condition, engineer mods, ship's modules, ship itself) you should be able to do this 2 or at max 3 times before exploding out right, BUT most ships should be either SEVERELY damaged or destroyed out right.
if your engineering includes decreased power plant integrity, you should be much more likely to be destroyed, or maroon-ed if your FSD has decreased integrity.
So the Frameshift Drive works like a warp engine from star trek, it allows us to create a Alcubierre bubble around the ship and relatively reach FTL speeds. This is Emergency Jump, it quickly activates the FSD but only for a moment/instant and you are dropped to normal space.
It would be very easy to balance this. Make sure ship that activated the emergency jump take huge amounts of heat damage as well as additional damage to FSD, and when you dropped to normal space a instant later (possibly thousands of KM away from jump point) ship goes into super long FSD cooldown.
The main reason why anyone want to do this is to highwake quicker, the emergency jump charge is much quicker.
in a nutshell;
Emergency FSD Jump; A quick panic button to save your ship from immediate dangers (combat, stuck inside jetcone[normal space], stuck on high gravity planet).
PROS;
Very quick boot time.
Can save a ship from very dangerous places.
CONS;
Massive heat damage.
Massive damage to FSD.
Very long reboot time for FSD after jump
Location of drop can be scanned by FSD wake scanners.
now the reason why I said a potential to fix combat logging(this is optional, something Devs have to decide)
When ever a CMDR does the unspeakable!, this exact thing should happen, their ship activates Emergency FSD Jump. If they die during the jump so be it. If they are followed by a well equipped enemy, so be it.
for Devs:
If devs ever decide to add this to game, my own special request , This new feature should be included with the following lore in the galnet(at least along these lines);
"a in-depended pilot, CMDR KaanTech, invented highly dangerous way to rig an FSD to active itself for a couple of Planck moments. Many of the known ship manufacturers advised high caution with KaanTech's method of rigging FSD to make a jump but some expert says this could be a new potential way to save ships from certain destruction. In an interview CMDR KaanTech had this to say; "I know how dangerous this is, first time I tried this, my Diamondback Explorer almost became my own grave,I didn't know whether I was going to burn alive first or get shattered to countless particles, if not both. But I believe sometimes you have to risk everything so you don't lose everything".
"a in-depended pilot, CMDR KaanTech, invented highly dangerous way to rig an FSD to active itself for a couple of Planck moments. Many of the known ship manufacturers advised high caution with KaanTech's method of rigging FSD to make a jump but some expert says this could be a new potential way to save ships from certain destruction. In an interview CMDR KaanTech had this to say; "I know how dangerous this is, first time I tried this, my Diamondback Explorer almost became my own grave,I didn't know whether I was going to burn alive first or get shattered to countless particles, if not both. But I believe sometimes you have to risk everything so you don't lose everything".
Edit: There is a major damage cost to this. You get both HEAT DAMAGE AND PURE DAMAGE TO FSD. Cumulative damage could completely broke your FSD, which may actually maroon you. I want to repeat this, This feature should be extremely costly and dangerous.
Edit 2: Other people's suggestions; a chance to kill your ship completely like a Russian roulette (loved it), fuel cost (totally make sense), material cost(you need to have it before hand)
Also I want to make it clear, sorry I didn't made it simple: your FSD activates it's SUPERCRUISE for a split second, you are still in the same system, hell close by to your original jump point, but too far away to reached by normal space travel with engines. Depending on the math, you could be a few hundred thousand KMs or about a million KMs. if your enemy has wake scanner, they should be able to reach you before you repair your ship or the long FSD Cooldown finishes.
Edit 3: Guys, this isn't like FSD boost from jetcones which has 1-2 % damage to your FSD. We are talking about 30%,40% damages to your FSD PLUS a massive (200%, 300% heat) heat damage. This action is all about pilot knowing his/her ship's limits. A rookie pilot should be easily kill themselves with this. and if your ship explodes before even making the jump, your attacker still gets your cargo. Depending on your ship's condition in general (module and hull condition, engineer mods, ship's modules, ship itself) you should be able to do this 2 or at max 3 times before exploding out right, BUT most ships should be either SEVERELY damaged or destroyed out right.
if your engineering includes decreased power plant integrity, you should be much more likely to be destroyed, or maroon-ed if your FSD has decreased integrity.
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