Posted by: nuclearslurpee
« on: Today at 02:54:40 AM »When you jump to a Jump Point and then immediately queue a return jump followed by a move to another location, the following sequence occurs:
A message indicates that jump shock prevents further jumping.
Subsequently, no further actions take place.
This persists even after five days and several game segments. Under the current mechanics, while it is correct that the ship cannot jump back immediately due to jump shock, the subsequent orders are not cancelled.
Logic suggests that either the jump shock should cancel all subsequent orders and halt turn processing, or the game should attempt another jump at the next sub-pulse.
This one probably needs a DB. I use this sequence of orders very frequently and after the first interrupt(s) the jump shock ends and the ship transits as normal, so it's probably not easy to reproduce at all.