If you're fleeing for your life then not being able to repair your ship and cool the engine down mid warp adds to the challenge. I don't know about you but I'd had to flee like that twice and it wasn't difficult at all because you're already ready to fight again as soon as you drop out of the jump.Korras wrote:It contributes to the multiplayer part. You can use it perfectly for small pauses (toilets, getting snacks/something to drink). Additionally it gives you a small amount of time to cool the reactor, repair some stuff etc.. You might argue that you can do most of that outside of warp but that way you asume that you never warp in a problematic sittuation (aka under fire).
I agree that most jumps get skipped but I regular encounter some where not everyone is ready for skip when it is first possible. It might be something as simple as haveing a little walk with your character or repairing a slightly damaged system but the timeslot gets used so why not leave it in the game? Pressing F8 is not really that much of an effort after all.
Uhh when I said "Like FTL" I meant "Like FTL (the game)". There's as many ways as there are writers to implement and describe "faster than light" travel, but I'm talking about a game that jumps you instantaneously from one system to the next. In that game if you want to heal up etc you do it before you jump, not during, and it makes fleeing for your life that bit more interesting, as not only are you desperately crossing your fingers you'll survive your engine charging but when you jump you may just land straight in another firefight.Korras wrote: Where is it writen that FTL is instantaneous?....*words*
This lends to an interesting gameplay mechanic where modules that let you see if an enemy is in a system near you or not are useful, because it tells you where you're about to flee to. It also means to be super safe you need to jump back to the system you just came from, but of course that doesn't let you go forward with your mission, making it a trade off.
Obviously you can feel free to disagree with me, I just feel the jump timer right now is a totally useless part of the game that isn't any use game mechanic wise besides, maybe, making it easier to run form a fight you started to lose. There aren't any arguments to suggest that time is useful for anything game mechanic wise.
What it comes down to is I'd rather game developers remove features that serve no purpose and simplify the game, whereas you may take the mindset that it isn't hurting gameplay because you can skip it, so why remove it. That's just a matter of opinion, and if you think the latter then fair enough, but I just don't think that's good game design.