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Emergency Jumps #2722

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@DeltaFire15 DeltaFire15 commented Dec 9, 2024

About The Pull Request

Have you found yourself in a horrible situation? Do you have a bit of a deathwish? Do not fret, for the shipyard engineers have managed some new "safe" and "reliable" drive modifications.
This allows for a vessel to, at high risk to itself, perform a (uncontrolled) blind jump to some sector gravity well, bypassing any known forms of drive disruption (including attempts to abort the jump past its final confirmation).

This is intended as a last-resort sort of move where the only other real options would be to blow up or call the shuttle. This adds a third one. Its risks are weighted around that.

How to fry your drive:

  1. Disable its safeties via the keycard authentication option.
  2. Ensure the FTL is at least 25% prepared (Most of the spooling process is drivespace calculations, which are discarded for this jump type)
  3. Attempt to jump to any system via a Navigation console.
  4. Confirm the Manual Override via the FTL itself.

Warning

Jumping without trajectory calculations is extremely hazardous, and may result in currently unknown phenomena due to drive field instabilities and inconsistencies in drive-space. Both short- and long-term effects are extremely likely.

Note

The Drive Emergency Capacitor requires 35 minutes to recharge after brute-forcing a vessel's path. Drive Safety Protocols must also manually be reengaged, regardless of whether a jump was performed or not.

This should be merged after #2721 due to some keycard auth backend changes I'll have to merge conflict resolve with myself.

As always nothing is infinitely final.
(Cooldown period is subject to change and I am considering whether it should be a one-time option)

Why It's Good For The Game

Options are fun. This is one that permits escape from a lot of situations, but has equal (or perhaps even worse) drawbacks associated with it. I don't see it used particularly often (for the crew's own good), but it should lead to some interesting outcomes.

Testing Photographs and Procedure

Screenshots&Videos

Find out ~

Changelog

🆑
add: Emergency Jumps, a highly hazardous get-out-of-jail card.
soundadd: Sounds related to emergency jumps.
fix: relay() no longer tries to play null sounds if no sound is provided to it (something done quite a lot)
/:cl:

@DeltaFire15 DeltaFire15 added Feature Fix Balance/Rebalance TGUI TGUI Changes/Crashlogs Overmap This issue or PR is related to overmap interactions TGUI-Changes and removed TGUI-Changes labels Dec 9, 2024
@Pockets-byte
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This: this is amazing. Dear god this is amazing.
I’m absolutely psyched to see it- what’s the plan for strong interdiction, because I’m guessing that weak currently applies to all of the existing interdictors-
Also a couple suggestions- phase ghost got me thinking, bay’s bluespace jump effects are insanely cool, it might be cool to have something similar- and second, it puts me in mind of starsector where phase stuff is cool and creepy- perhaps later this could actually tie into some sort of antag / aggressor that you attract by doing this?

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