Tobi-wan_Kenobi This is an interesting idea, but I think it would be sad to lose out on the maintaining orientation after a blink thing; having to turn your ship to the facing you want to be at after the blink.
The ship would still keep whatever orientation it had at the time of blink.
Dalas120 Oh, I think I explained my concept badly. I didn't intend blink to be a ship command (not like movement, attack, strafe, etc.) but instead it would be a part command like focus-firing weapons or toggling a boost thruster. So you could continue to issue movement orders (or any other type of order) completely normally without affecting the command given to the blink drives.
It probably wouldn't be a part command per se, given that a blink is a whole-ship command, but yeah, it'd probably need to be separate from the regular command queue. Now that I've had a good night to sleep on it, I'm less concerned about overcomplicating the UI. It'd take a bit of work to implement, but it's pretty doable.
Dalas120 I was thinking you'd just click on a point to aim the blink drives - x degrees angle, y meters distance - and the point would stay self-relative. I don't think you'd need a special UI if self-relative was the ONLY way to blink. A special UI would only be if you could choose between grid-relative, self-relative, and/or enemy-relative (which I don't think is a good idea).
Yeah this makes sense.
Why don't you think enemy-relative is a good idea? Just because it has a low usefulness-to-complexity ratio (which I would agree with), or some other reason?
Dalas120 And why can't you keep batteries in the FTL drive before turning it on like with every other part, instead of leaving it empty and needing to rush to fill it?
I'm not too concerned about this, given this is how the FTL drive already works, which honestly doesn't seem to weird to me and I don't recall anyone ever complaining about it.
Dalas120 Turning would have no effect on the exit point, other than to change the orientation you would be in when you exit.
Hmm, unsure about this. Is it a good idea to allow a ship to turn before making the jump, or should you have to turn afterwards? (Though if the exit point was rotation-relative, then I suppose a pro strat would then be to place the exit point in a location such that after your ship turns it's in the desired location, which doesn't sound like a fun or interesting strategy that I want to encourage. So yeah, probably rotation-non-relative is the way to go.)
nop if back-blinking is so good that people need to shield the rear of their ship or bring a broadsider to fight it, it's probably too good
I'm not sure I buy the fundamental premise that having to protect your other sides is a bad thing.
Tobi-wan_Kenobi You mentioned earlier that if a short blink might not dissipate all blink drive charge, there might be a base energy cost for blinking regardless of chosen blink range. If so, I feel this base cost should be taken when the player selects the blink option, so that cancelling a blink targeting will have a cost. Much like boosters - don't click activate boost until you're ready to boost, because deactivating dumps all the power.
Well if we're talking about an instant blink in my original proposal, then there's nothing to cancel. If we're talking about having to charge-up the drives after setting the destination as in Dalas's proposal, then I think canceling the blink would instantly drain all power from all FTL drives.
Tobi-wan_Kenobi I think delivering power to one location is much more manageable and reasonable than the crew having to perform a ship-wide rush to bring power to a bunch of parts at once.
I don't think I agree with this. Well, I agree that having a single part that needs to be powered-up is more manageable for the player, but I'm not sure that's a good thing. Part of the challenge of having a large ship capable of blinking is that you have to power all of its FTL/blink drives.
Tobi-wan_Kenobi Delivering power to a discrete blink drive part instead of to FTLs also makes more sense, since I believe you have said that in the future crew will be carrying jump fuel canisters to FTLs, not power. (Am I understanding that right?)
Your understanding is correct.
I do agree that this is a point in favor of them being separate parts, though I don't think it's a huge point in favor. I don't think it's too terribly weird for the FTL Drive to have two different modes depending on whether it's doing a long-range jump or a tactical jump, and it can have different graphics depending on which mode it's in.
Tobi-wan_Kenobi Side-question: will having higher than 100% FTL efficiency still decrease jump fuel costs, or will the fuel discounts end at 100%?
My current thinking is that FTL efficiency higher than 100% will not further decrease long-range jump fuel costs. (Assuming they use the same part. If they're different parts, then this whole question is moot.)
This is an interesting thought. It could also be that fires have a higher chance of spawning closer to FTL rooms than farther away.
Mc2 Well, we have special part for blink, its FTL drive, which has no other use, cost fortune, use lot of crew and energy and can be well balanced.
Remember that in singleplayer, almost every ship will have an FTL drive. This is currently true of player ships, and in the future will probably also be true of enemy and NPC ships. Not wanting every ship in singleplayer to have blink capability is I think a point for making them separate parts.
As an aside, I don't think it's necessarily a bad thing if certain parts, like the FTL Drive, just aren't useful in multiplayer.
FangTheCat Assuming you would "hop" through a ship.. Since cosmoteer is 2D Would t FTL "Hopping" through a ship cause.. you know.. Utter destruction? Moving Light speed Into and Through an object would.. hurt.. A LOT (on mbile rn.. reading And typing is hard)
It's an inter-dimensional jump that folds spacetime over on itself to create a temporary wormhole... or something like that. 😉