What I'm going to suggest may sound odd at first, but the more I think about it, the more it makes sense. It goes counter to how we've seen jump jets work in previous games, but then again, I don't think any previous MechWarrior games have done justice to jumpjets either, making them at times act like a side-slipping "turbo boost" while other times making them act as a hover-capable jetpack.
The current jumpjet mechanic still works similar to the jetpack idea, in that you have a starting "fuel" reserve that you spend by opening up the throttle with your jets, and then have to manage your reserves so you have enough juice to land without breaking your legs. While familiar, this model fails to capture the feeling of jumping as described in the lore and classic gameplay that this game is supposed to be based on.
My proposition: Make jumping act with a "charging" mechanic. The "jump meter" starts at empty instead of full, you press the spacebar (or whatever you have hotkeyed for jump) to "charge" your jump jets up. The jump meter is demarcated for each jump jet mounted onto the 'mech. Likewise, the jump meter indicates how far you will be launched when you release the spacebar (jump button) since each functioning jump jet has a capacity of 30m.
When you release the jump button, your 'mech will be launched at the specified distance forward in the direction where your torso is pointing, with an apex of 20m at the midpoint of your jump distance (which should give you clearance over "level 3 elevation" obstacles). Airspeed will be based on your 'mech's cruising speed (75% max speed).
While in-flight, you may rotate/spin, but you will maintain your original heading and arc until you touch down. Pressing spacebar while in-flight will fire your landing thrusters, which will slow your vertical descent to a safe speed so as not to damage your legs from falling, but will not allow you to hover. Trajectory will remain the same, although lateral distance may vary depending on terrain elevation (or obstacles such as tall buildings, high cliffs, or DFA targets).
Below I've made a quick diagram that will hopefully illustrate:
![Posted Image](https://dl.dropbox.com/u/1044396/MWO/jumpjets1.jpg)
The above illustration shows a CPLT-C1 with a 260-rated engine and 4 jump jets. Cruising speed is around 40kph, and the 4 jump jets offer a 120m maximum jump capacity. If the CPLT had charged the jump jets less before releasing the jump button, it would have traveled a shorter distance, but the apex would still be 20m at the midpoint. For example, if it had only charged the jets up to the second demarcation, it would have traveled 60m, with the apex being reached at 30m.
This also means that a Spider at maximum jump capacity could launch itself 240m traveling at 80kph through the air, while an UrbanMech would sail by at a lethargic 20kph for a maximum distance of 60m.
In addition to giving meaning to having additional jump jets, this system could potentially make Death From Above tactics more feasible for skilled pilots. Instead of having to play a helicopter landing simulator on top of their target, they can get the range of their target, aim for their destination, and charge their jets to a point just past where their target will be, and then hurdle themselves like a meteor into their target (use of landing thrusters may not be desired for full collision damage in DFA manuevers).