There's been two complete reworks to jumpjets I've been wanting to see.
Both would involve a 30 meter forward thrust per jumpjet over its duration of burn time. 12 meters max height (which is 6 meters safe height and landing) per jumpjet (treating the JJs as rechargeable fuel pods more than the actual thrusters).
The first idea was we cut off the initial boost altogether. No bunny hop or jump. Literally thrust from the ground. The more JJs you have not only do you move farther but you get there faster. Enforcing a minimum thrust time also makes some good sense.
Lets say the jumpjets accomplish their goal in 5 seconds. You jump, it starts taking off and with one jumpjet you get 12 meters in the air and 30 meters forward in 5 seconds (probably to land on a higher platform).
Now lets say you have 4 jumpjets. That's 48 meters up (but we want a safe landing again at an even height so only 24 up) and 120 meters forward in 5 seconds. That's everything from lift off in a stationary position to accelerating into the air to landing 120 meters away.
And if you had 7, you'd take off at 84 meters max height (again if you do that you have no safe way to come back down so 42 meters safe height) and 210 meters forward if you were stationary when you took off.
Ideally, these would be universal values at the lowest ends of each weight class per JJ class. 20 tons (thru 35 is class 1), 40 tons (thru 55 is class 2), 60 tons (thru 85 is class 3), and 90 tons (thru 100 is class 4). The heavier you are beyond where your class starts, the less you'll get out of it.
- So a 20 ton mech would get the full 12 meters up with a half ton JJ. A 35 ton mech wouldn't get as much.
- The 40 ton mech with a class 2 JJ has a 1 ton jumpjet that'll get it up on par with that 20 ton mech with a class 1. The 45 ton blackjack would get a little less, and the 55 ton mediums would get the least.
- At 60 tons, the quickdraw would be among the best jumpers, again at 1 ton per JJ but it's a class 3. The 70 through 80 ton jumpers would have vastly inferior jumping performance however with the same weight of jumpjet requiring more.
- At 90 tons, the Class 4 JJ at 2 tons each would allow the Highlander to fulfill the DFA attacks with maximum thrust; but even with 3 JJs that's 6 tons lost just to get 18 meters safe (36 max) height and 90 meters minimum forward movement when jumping from a stationary position. Again, weakening as you get to 95 ton jumping Banshees and 100 ton jumping assaults.
The other idea (which would use the JJ system as above but a different style) is similar to what was proposed here. Pre-charging (gives HSR time to communicate this to others for better hit detection on jumping mechs) at least half of the jump and making it literally a forward and upward launch with only the ability to use the other half to soften the landing, turn (and while thrusting be able to slightly shift your inertia). The more you have the higher and farther you'll go, but given this style you'd never get the maximum thrust I mentioned so you'd only get half. 6 meters height per JJ.
To make a poptart manuever you'll need at least 4 so you can get 24 meters in the air and you'd best make your shot quick because if you don't start thrusting real quick after you're in the air you'll hit the ground hard.
Either way it'd put a lot more skill in the idea and make them more maneuverable.