Last week I posted my proposed design for a short-range tactical teleport called "blink". The discussion and debate that followed was really great and helpful, so much thanks to everyone who participated in that discussion. What follows is version two of that proposal.
I won't regurgitate my original idea, since it has changed substantially and you can still read my original post. But most of the debate that followed centered around two big questions:
Should blink work like a regular FTL jump in that you issue a blink order and then crew have to go power up the drive, or (as in my original proposal) should the drive have to be continuously fed power to stay "charged" and then blink is instant once a blink order is given?
Should blink require a separate "Blink Drive" that enables these short-range teleports, or should any ship with a regular FTL Drive be able to blink?
The first question seemed to have a pretty clear consensus: most people came down on the side of making blink work like regular FTL, and I've come around to this viewpoint as well. The excellent reasons include:
- Having a delay between issuing a blink order and the actual teleport creates more interesting counterplay and makes deciding to use blink a more interesting, potentially-risky decision.
- Being consistent with the way regular long-range FTL works is more intuitive and less strange from a lore standpoint.
The second question had much more debate with many good reasons on both sides. The arguments favoring separate parts include:
- It makes blink more "special" because it's something that only ships specially-outfitted with Blink Drives can do.
- It makes blink easier to balance, because the cost, size, and even the underlying efficiency equation of the Blink Drive can be changed separately from the FTL Drive. (And because FTL Drives have different amounts of usefulness in singleplayer vs multiplayer, an FTL Drive that is priced optimally for singleplayer might be too expensive for multiplayer, or vice-versa.)
- It's less weird from a lore standpoint if you have one part that uses fuel (as is planned for the FTL Drive in the future) and a separate part that uses power rather than a single part that can use either fuel or power depending on whether you're making a long-range jump or a short-range jump.
- While conceptually similar to FTL, it has a very different gameplay purpose, and having a separate part allows players to specialize their ships to be good at one or the other without having to be good at both. (In the future, ships may be able to share their FTL ability with other docked ships, meaning you could build ships without FTL entirely.)
- It simplifies the user interface for displaying blink & FTL efficiencies because only one efficiency needs to be displayed at a time, whereas a combined efficiency calculation would likely need to simultaneously show two different "interpretations" of the underlying efficiency at the same time (a "good" FTL efficiency is much lower than a "good" blink efficiency.
And the arguments favoring the same part include:
- It's better to have a single, unified system than it is to have two separate-but-similar systems which might feel too "same-y".
- It's strange from a lore standpoint if the FTL Drive can jump lightyears but can't jump a couple hundred meters.
- A ship that wants to be able to be able to both blink and jump now needs both Blink Drives and FTL Drives.
- FTL Drives will be useful to have in multiplayer.
My current view is that the advantages of having a separate Blink Drive and FTL Drive outweigh the advantages of having a single drive that does both. I think the lore advantages of each option balance each other out, and I'm not personally bothered by having parts that aren't useful in multiplayer. That leaves the "single drive" option with the advantage of not requiring the player to build both blink and FTL drives (which is at worst a minor nuisance that will be somewhat lessened if ships can share their FTLs) as well as the advantage of not having two separate-but-nearly-identical efficiency systems. But the more I think about it, the more I think that blink & FTL should actually use pretty different efficiency equations and won't be as similar as I was originally thinking, as I will explain further below.
So here's the latest proposal...
Long-range FTL jumps and short-range tactical jumps will be provided by two different parts (the existing FTL Drive and the new "Tactical Jump Drive") that use completely separate efficiency calculations and will (eventually) use separate resources (FTL Fuel and conventional reactor power) to power their jumps.
The Tactical Jump Drive (TJD) and the FTL Drive (FTLD) will each have their own separate efficiency calculation:
The TJD will use an efficiency calculation that is fairly similar to how the FTLD currently works. That is, the TJD will have a similar sized (or maybe a bit smaller) efficiency area around it that falls off with distance. The primary difference is that, unlike the current FTLD, the efficiencies of multiple nearby TJDs won't add together, and I might also make the efficiency falloff exponentially. Both of these changes would make placement of TJDs more important and make achieving maximum TJD efficiency harder, which I think are good things for a part of such great tactical value. (You'll need a bunch of TJDs scattered relatively evenly around your ship.)
The FTLD will also still use an efficiency calculation, but the underlying numbers will be changed signficantly. The efficiency area of an FTLD will be greatly increased while the base efficiency (closest to the drive) will be reduced from 100% to something around 25% and possibly also have an inverse-exponential falloff so that their efficiency doesn't drop as fast with distance to the drive until it reaches the edge of the efficiency area. This has the effect of making FTLD placement less important (allows clustering of FTLDs, which I think is good from a lore standpoint), making maximum FTLD efficiency more expensive to achieve (which I think is good because it creates more range of choice in how much to invest in FTLD efficiency), and making FTLD more cost-effective on large ships which have less wasted efficiency area (which I think is also good from a lore standpoint), and, once FTLDs can be shared with docked ships, gives FTL drives a large enough efficiency area that they can potentially be shared with docked ships.
The FTLD's efficiency will basically have the same effect that it currently does; that is, a high efficiency reduces fuel usage. In the long-term, once fuel has to be stored on ships and is carried to the FTLDs instead of power, this will also naturally mean that lower-efficiency ships will take more time to power-up for an FTL Jump, which will also be influenced jump distance. In the near-term, I may make it so that FTLDs require a variable amount of power based on efficiency, distance traveled, and number of FTLDs.
And here's how the TJD will work:
Once your ship has at least one TJD, a new "Tactical Jump" button will appear next to the other command buttons. Clicking this button (or its hotkey, probably J) will let you set a tactical jump destination. Once a destination is set, the crew start bringing power to the TJDs. The amount of power required by each TJD is roughly proportional to the equation (MassOfShip * DistanceOfJump) / (TacticalJumpEfficiency * NumberOfJumpDrives). Once all of the TJDs are fully powered, the ship immediatey jumps. The actual jump is very quick, just a quick jump-out animation followed by a jump-in animation.
This is not a regular ship command in the sense that it replaces or queues after the current movement/attack command; it exists simultaneously with the ship's other commands, meaning that you can still maneuver your ship while its TJDs are spinning up. The destination location is also not fixed in space; it's actually relative to your ship's center point, meaning as you ship moves, so does the destination. (Though if your ship rotates, the destination does not rotate around your ship.) You also cannot set an exit orientation for your ship, so whatever direction your ship is facing when it jumps is the direction it'll be facing afterwards.
A tactical jump that is in the process of being powered up can be canceled, but doing so will immediately drain all power from all TJDs, wasting the power. Changing the destination of a tactical jump cannot be done without first canceling the current jump, meaning changing the destination will also waste the power and require the drives to be re-powered.
A ships TJD efficiency will also impose a hard limit on the distance that it can jump such that higher-efficiency ships can jump farther than lower-efficiency ships. (This is important to prevent singleplayer expoits like jumping clear across the map just by waiting a really long time.)
I am also considering having tactical jumps potentially drain power from the rest of your ship, and maybe even causing damage & fires as well if the distance is great enough. The amount of power drained and/or damage & fires caused will depend both on efficiency and distance jumped. For example, let's say that your ship has 100% TJD 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 this would be the maximum jump range.)
- 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.)
When plotting a tactical jump, after clicking the Tactical Jump button but before setting a destination, the total amount of power to be used (all drives combined) will be displayed next to the mouse cursor, along with any power loss or damage percentages, so that you know what you're getting yourself into if you make that jump.
Lastly, although the underlying game mechanic will use an efficiency percentage, in the build UI the game will display the efficiency as a distance in meters, either the maximum distance the ship can jump or (if jumps can cause damage) the maximum distance it can jump without taking damage.
What are your thoughts on this proposal?