Following on from that other thread, I'd like to propose a means to allow in-system jumps that will reduce those extremely long waits between distant stars within the same system.
Instead of waiting anywhere between 15 mins to 2 hours doing nothing more than just staring at the screen with literally nothing else to do, why dont we shorten the time and give the pilot something to do during that time.
I propose a fuel injector unit that would occupy an optional internal slot. When activated, it starts a mini game similar to the interdiction mini-game:
To prevent the module giving players an unfair advantage against pirates, traders, and passenger liners, I would suggest implementing one or more of the following limitations:
Any of those options would give other players ample opportunity to interdict a ship with such a module while in SuperCruise.
Instead of waiting anywhere between 15 mins to 2 hours doing nothing more than just staring at the screen with literally nothing else to do, why dont we shorten the time and give the pilot something to do during that time.
I propose a fuel injector unit that would occupy an optional internal slot. When activated, it starts a mini game similar to the interdiction mini-game:
- The more you keep your ship centred on target, the faster you go, and the less damage that is incurred by your ship's FSD drive.
- If you go off-target, you slow down, and take more drive damage. If you go too far off-target you'd be kicked out of SuperCruise. Just like losing the interdiction mini-game, your drive would need to cool down, and your hull and FSD will have taken some damage.
- The mini-game could last up to a maximum length of time to represent your finite supply of injector fuel, thereby ensuring a maximum possible distance coverage (perhaps 200,000 Ls?).
- Alternatively, the longer keep the mini-game going, the harder it gets, until you either decide to drop out gracefully, or get kicked out with associated consequences (as described above).
- The injector module would carry a fixed supply of injections, and would weigh your ship down (sacrificing overall jump range for SuperCruise speed). Larger injector modules can take you further on a single injection, but would also weigh more.
- Injector fuel can be re-stocked at StarPorts (very expensive), or with a combination of high-grade materials (time consuming).
- Injection can only be instigated by targeting a body with sufficient mass/radiation (i.e. a star).
To prevent the module giving players an unfair advantage against pirates, traders, and passenger liners, I would suggest implementing one or more of the following limitations:
- The module may only be activated once it is out of a star's gravity well, meaning you'd have to travel a minimum distance away form the primary star before it can be engaged.
- The module would only be available for distances above a minimum value (e.g. 10,000 Ls), meaning you wouldn't be able to use it to jump smaller distances.
- The module can not be activated/engaged during interdiction, exactly like the FSD drive does now.
- The module will cause drive damage. How much damage you take depends on how well, or how long you use the drive (see details above).
Any of those options would give other players ample opportunity to interdict a ship with such a module while in SuperCruise.