If this is a thing now it isn't a big enough effect for me to notice except for Mass Lock effects.
A jump of 3-5 LY should require almost no FSD charge time- let's take 2 seconds off the FSD charging time so it is a 3-2-1 countdown.
A super-jump of 100 LY with injection, etc. should take the nav computer and FSD charging additional time to build the energy and get everything set just so. Let's add 5 seconds of charge time for a 10-9-8-7-6-5-4-3-2-1 countdown.
Max wait of 10 seconds.
I don't want the FSD charge to be painfully long, just to have some recognizable difference based on the distance of the jump. But add some variation.
It takes longer to turn a large boat around. It takes longer to get it up to speed. Extend the logic to FSD.
Anyway, I'm not settled on this. I think it would make more sense to have the charge time on the front end and give small ships a bit more chance of escaping conflict, than on the time spent in the hyperspace animation tunnel.
Thoughts? Am I just asking for more wait time with this?
A jump of 3-5 LY should require almost no FSD charge time- let's take 2 seconds off the FSD charging time so it is a 3-2-1 countdown.
A super-jump of 100 LY with injection, etc. should take the nav computer and FSD charging additional time to build the energy and get everything set just so. Let's add 5 seconds of charge time for a 10-9-8-7-6-5-4-3-2-1 countdown.
Max wait of 10 seconds.
I don't want the FSD charge to be painfully long, just to have some recognizable difference based on the distance of the jump. But add some variation.
It takes longer to turn a large boat around. It takes longer to get it up to speed. Extend the logic to FSD.
Anyway, I'm not settled on this. I think it would make more sense to have the charge time on the front end and give small ships a bit more chance of escaping conflict, than on the time spent in the hyperspace animation tunnel.
Thoughts? Am I just asking for more wait time with this?