That's an interesting idea.The deeper you are in the gravity well, the closer to infinity is the spool-up time, dropping significantly as you climb out from the well.
I'd say that making hyper-jumping "depend on everything" will not only make it more difficult to find a good balance for implementing how it should depend on some new variable (i.e. find good parameters for whatever function is implemented), but also make it unclearer for the player, I guess. So in this case, I suspect it would obfuscate and complicate how the player would plan jumps in the star map, if the distance (fuel usage) depends on when/where you start the drive.How about tying fuel use to it, proportional to the gravity, apart from preciseness?
The same thing goes with making it depend on hyperdrive class that was suggested in an earlier post. I think it complicates things unnecessarily. Let's just say higher class just extends the range.
That's what I had in mind.A fine will be waiting for you if you get back to the system?
At the moment, no crime costs you any reputation. All characters also have "notoriety" which isn't being used at all.Also would a close jump cost a bit of reputation?