On the trello, I am planning to add a Blink Drive that will enable ships to make short-range FTL jumps, such as from one side of an enemy to another, or to quickly get away from or closer to the enemy.
Here is my current idea for how these blink drives will work, which I welcome your feedback on:
First of all, blink drives won't actually be separate from FTL drives. The regular FTL drives will enable both short-range and long-range jumps.
When making a long-range FTL jump (using the galaxy map), it will work basically like it works right now: Crew will bring power to the FTL drives, and when they're all powered up, you click the jump button and off you go. The one major change is that the amount of power it takes to charge the FTL drive will now depend on the mass of the ship, the FTL efficiency, and the number of FTL drives, meaning a larger ship with fewer FTL drives will take longer to charge up. The equation for per-drive power usage will look something like this: PowerPerDrive = ShipMass / FtlEfficiency / NumberOfFtlDrives (Note: Eventually I plan to replace power with fuel for long-range jumps, and the amount of fuel used per drive will be essentially the same formula.)
Making a short-range (same area) FTL jump ("hop"?) is different: First, before you can make a hop, you need to power-up the FTL drives (which you can do by selecting them and pressing a toggle button), which will use the same equation as above, meaning larger ships with fewer FTL drives will take longer to power up. Once powered up, the drives are in a "ready" state, meaning they can make an FTL hop at any time. In their "ready" state, they are also continuously draining power at a pretty hungry rate (the exact amount depending on a similar equation), meaning there's a significant cost to keep your drives "at the ready" to make an FTL hop.
When your drives are "ready", an "FTL Hop" button becomes available. Clicking it (or probably pressing J) and then clicking on a destination will cause your ship to immediately teleport to the destination. This is very fast, just a quick jump-out animation followed by a jump-in animation. Note that your ship's orientation cannot be changed by hopping, meaning you'll need to consider the fact that you may now have a different side of your ship facing the enemy after the hop. (Your FTL drives also lose all power and will need to be recharged before hopping again.)
But you can't just hop anywhere: The distance you can hop depends on your FTL efficiency, with greater efficiencies meaning you can hop farther. But it's not a simple hard limit on how far you can jump. It's actually that you don't want to jump too far, because if you do bad things start happening. For example, let's say that your ship has 100% FTL efficiency...
- At 50 meters, your ship starts losing a percentage of its power, up to 150 meters at which all power will be lost.
- At 100 meters, your ship starts taking damage, up to 200 meters at which your ship would be destroyed. (Which the game won't let you do, so yes, there is an eventual hard limit.)
- At 150 meters, there is a per-tile chance of fires breaking out all over your ship which increases up to maybe 25% at 200 meters.
(Don't be too concerned with the actual distances here, they're just examples chosen for the sake of clarity and will be balanced as needed.)
In order to balance short-range FTL hops so that they're not too cheap, there's one additional change that needs to be made: FTL efficiency can go above 100%. While an FTL efficiency above 100% won't save you any more fuel, it will increase your hop range accordingly. An FTL efficiency of "only" 100% will actually mean that your ship isn't very good at short-range hops and should probably only be used in emergencies. A higher efficiency of 200-300% is probably around what you'd need for FTL hops to be effective in combat.
(Aside #1: FTL drive efficiency will probably be rebalanced such that a single drive on a small Model-L sized ship will give around 200% efficiency but will quickly drop as the ship gets bigger.)
(Aside #2: Although behind-the-scenes FTL drive efficiency will be calculated as a single number, it will probably be displayed on the user interface as two separate numbers: FTL Fuel Efficiency, which maxes out at 100%; and FTL Hop Range, which is an actual distance in meters, probably the maximum distance you can hop without taking any damage.)
(Aside #3: I've yet to figure out how exactly FTL efficiencies above 100% will be displayed on the colored overlay in build mode. Right now it goes red->yellow->green as efficiency increases, with green being 100%. Perhaps something like red->yellow->green->cyan, where green is still 100% and cyan is whatever the maximum possible efficiency is.)
(Aside #4: After clicking on the FTL Hop button, the game will display near the mouse cursor the percentage of power loss and damage taken that would occur if you made a hop to that location.)
Please post your thoughts, criticisms, and alternative ideas! Thanks!