Mass-lock reduces hyperjump accuracy, causes mis-jumps; like a gimballed weapon

Consider that hyperjump mass-lock, instead of being a binary jump/no-jump state, could instead cause the hyperjump targetting system to lose accuracy, causing the system target reticule to swing around wildly like a gimballed weapon when chaff is deployed. The degree of oscillation would be dependent on the strength of the mass-lock. When close to a planet or a station, the range of oscillation would be 360 degrees! A jump would still be possible (with an override), but would likely result in a misjump with severe consequences. This would perhaps allow a lucky jump in extremis to a valid system even when masslocked.
 
Interesting. I wonder if mass locking is a possible tactical measure though (I heard it might be possible to mass lock a small ship with a larger one at some stage). Instinctively feel damage might be more playable mechanic than a mis-jump when partly mass locked (similar to safe speed to disengage) in the OP and that a misjump is more to do with the specific targetting of destination (caused by less than perfect navigation system). Would mass locking cause strain on hull rather than on engines?

+1
 
Interesting. I wonder if mass locking is a possible tactical measure though

It absolutely is! I just got blown up today in a Combat Zone as I was trying to jump out to save my life, because the other CMDR's (and NPC's) ships were faster in a straight line than me, and closed the distance causing my FSD's charge speed to be inhibited by their mass.

It also brings the target within range of your guns, allowing you to inflict damage all while their only escape route (the FSD) is charging 20 times slower than normal.
 
There's frame shift to supercruise inhibition, and there's hyperjumpmass lock. Currently, frame shift inhibition is a fixed factor dependent on the nearby ships' hull size, and hyperjump mass lock is binary, dependent on large masses such as stations, outposts, planets (?) and asteroid belts. The FSD in hyperjump mode charges at the same rate regardless (16 seconds), as long as you are out of mass lock.

This proposal only covers hyperjumping, as the misjump penalty only affects hyperjumps. Although, another penalty for 'early' FSD to supercruise could be invented...
 
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