I prefered retaining the warp speed on warp exit as it seems more natural - however given how dangerous it is especially for new players who will die everytime they warp out in front of a planet and have no idea that they have no chance of decellerating in time by using non-warp engines and will die unless they rewarp… i can see why the retain warp entry speed on warp exit model is probably a lot safer, particularly for new players.
I am torn about the one button warp exit mechanic. On the one hand it eases travel by a LOT. Very convenient. On the other hand you have no counterplay right now against getting jumped on as you can combine slowwarp, instant warp drop and instant kill turrets to delete any small ship with near zero risk. The only way to avoid that is to stay in warp yourself. As soon as you commit to a fight outside warp, anyone who wants to can jump on you. ( However weapon balance is far from final so this should not be a mayor argument for or against certain warp mechanics. )
A simple adjustment could indeed be a longer warp cooldown after exiting. I agree that if that was implemented, a clear visual cooldown countdown/indicator would be needed.
Generally, there is a bit of a conflict between warp as a travel tool and warp as a tactical tool. The very free and direct way we currently have is better for the tactical tool aspect, but a more automated/seamless system like Critic suggested would probably be better for the travel tool aspect.
I have not made up my mind on the fundamentals of the warp system, so the different views here are very important input for me, too.
However i have a few details i would want to see:
- Staggered warp activation times from smallest ships - fastest to largest ships - slowest. I mean the time between button press and actual warp starting. Even for big capships no more than ~10-20 seconds, but it should differ between ships. It feels wrong to have the very big ones playing the same very fast hit and run style as the small ones.
- I dislike the very easy warp entering at ground level in atmosphere. Mostly because i want space and atmosphere dynamics to be different. If we raise the minimum entry speed again this issue would automatically disappear. If not, it would require another rule, like ground proximity or air density to prevent warp entry - and too many of such rules would convolute the warp system.
The higher a minimum warp speed, the better you would have to time a manual warp exit, if the manual exit was retained. It increases the risk in the manouver, if we want that.