I'd like to see an optional skill-based mechanic added to hyperspace jumping:
After you enter witch space, if you press the Jump key again within a few seconds of entering witch space, you have an opportunity to chain-jump. There would be a mini-game, much like interdiction, where you try to line up the next jump in your previously selected route.
(If it's too hard to program entering the mini-game during the hyperspace tunnel, you could press the Jump during the last 2 seconds of the 4,3,2,1 countdown to enter the mini-game.)
If you win the mini-game, your FSD would gulp the normal amount of fuel and immediately start the next jump. You can attempt additional chain-jumps, but it gets harder each time. If you don't have enough fuel to make the next jump, the mini-game immediately fails and you land in the targeted system, just like normal.
If you fail the mini-game due to lack of skill, you experience the normal hyperspace tunnel and exit at the target system with a somewhat longer cool down than normal, which is a bit longer for each successful chain-jump. If after a successful chain-jump, you don't attempt another (or if you are jumping to the last star in your route), the jump ends normally at the target system.
This would avoid a lot of time spent doing nothing but waiting. It would add some depth to the game and add another skill to be learned.
While chain-jumping, hyperdictions are still possible and would happen normally.
Optional: If you are in the bubble, there could be a percentage chance that a pirate was near the target star and saw you cruise past and started interdicting you, in which case the chain-jump would fail and you would drop into the target system and fight the interdiction as normal.
Neutron star boosting and FSD crafting does not allow for chain-jumping, since you can only have a destination selected and not a route.
Optional: Improve Neutron star boosting and FSD crafting, so that it works with the route planner, to take you as far as possible along the selected route. In that case, maybe these 2 conditions might allow for a double chain-jump of extended range and then continue normal chain-jumping.
After you enter witch space, if you press the Jump key again within a few seconds of entering witch space, you have an opportunity to chain-jump. There would be a mini-game, much like interdiction, where you try to line up the next jump in your previously selected route.
(If it's too hard to program entering the mini-game during the hyperspace tunnel, you could press the Jump during the last 2 seconds of the 4,3,2,1 countdown to enter the mini-game.)
If you win the mini-game, your FSD would gulp the normal amount of fuel and immediately start the next jump. You can attempt additional chain-jumps, but it gets harder each time. If you don't have enough fuel to make the next jump, the mini-game immediately fails and you land in the targeted system, just like normal.
If you fail the mini-game due to lack of skill, you experience the normal hyperspace tunnel and exit at the target system with a somewhat longer cool down than normal, which is a bit longer for each successful chain-jump. If after a successful chain-jump, you don't attempt another (or if you are jumping to the last star in your route), the jump ends normally at the target system.
This would avoid a lot of time spent doing nothing but waiting. It would add some depth to the game and add another skill to be learned.
While chain-jumping, hyperdictions are still possible and would happen normally.
Optional: If you are in the bubble, there could be a percentage chance that a pirate was near the target star and saw you cruise past and started interdicting you, in which case the chain-jump would fail and you would drop into the target system and fight the interdiction as normal.
Neutron star boosting and FSD crafting does not allow for chain-jumping, since you can only have a destination selected and not a route.
Optional: Improve Neutron star boosting and FSD crafting, so that it works with the route planner, to take you as far as possible along the selected route. In that case, maybe these 2 conditions might allow for a double chain-jump of extended range and then continue normal chain-jumping.
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