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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:
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: