Forums » Suggestions
Power cell stat: jump energy...
I know the concept of using constant values for wormhole warping and jumping instead of power cell energy fractions has been suggested just about a million times, but it has been so for good reasons: 1) It makes sense (fraction of energy? Why not just make energy weapons use fractions of a power cell's energy?). 2) It brings variety to the power cells being used.
One thing all those suggestions lacked was a reason why the Heavy Cell might not become the dominating power this time and the UC would make the FC obsolete if we made all power cells require 63 energy for a jump and 250 for a warp? I propose making them stats, for example:
FC: 63 energy jump, 250 energy warp
UC: 75 energy jump, 300 energy warp
H: 75 energy jump, 300 energy warp
Something along those lines, discuss...
(edit: and it would also open up a lot more possibilities for power cell varients... like a power cell made specifically for in-system chasing but terrible for warping, things like that...)
One thing all those suggestions lacked was a reason why the Heavy Cell might not become the dominating power this time and the UC would make the FC obsolete if we made all power cells require 63 energy for a jump and 250 for a warp? I propose making them stats, for example:
FC: 63 energy jump, 250 energy warp
UC: 75 energy jump, 300 energy warp
H: 75 energy jump, 300 energy warp
Something along those lines, discuss...
(edit: and it would also open up a lot more possibilities for power cell varients... like a power cell made specifically for in-system chasing but terrible for warping, things like that...)
It sounds interesting, but this might make escaping easier than it already is.
Well, if you'd notice: the quick stats I proposed (although I was stretched for time, I got the general point across) didn't really make any changes to the UC or FC and, given the strategies of the people who try to run, they'll probably be sporting an infi-boost or something with 55 energy/s drain or less that would benefit the most from a UC or FC. This is kind of a buff to the sprint ships, ships that are bloody fast but have a high drain that benefits more from the Heavy Power Cell for single sector energy chases such as the CV or something with over 56 energy/s drain. Strategies of switching up power cells for specific rolls like this, however, have been collecting dust because if by some chance the other person escapes to a separate sector or through a wormhole then the runner is home free because of how long the Heavy Cell takes to charge to one of the fractions of 550 energy at 45 energy/s. A change like this would keep the HPC's disadvantage in multi-sector chases (they still need to sit and recharge for a second after they warp in) but it wouldn't make this disadvantage so ridiculous that the HC is today. Keep in mind that the person sporting the HPC will probably be using that because they want to output a shit-load of energy damage while in the turbo of a high drain sprint ship, there's still no reason for a runner to use one.
toshiro, escaping should be hard because it requires skill, not because the system ties your feet and holds you against the wall to be shot. The first is fun. The second is not. (Except to those to whom it is, but do you really want the game to be even more niche?)
Escaping currently does not require any skill whatsoever, Jzalae.
So I should have said, "escaping should be hard by requiring skill". I'm confident you're capable of understanding my meaning either way. I also think you may have forgotten how much you (and others) have learned. Even picking a ship that can run well is a learned skill, not something one logs into a trial account with.
This isn't a buff to people running at all, a runner will never use a Heavy Power Cell - it sacrifices infi-boost and when you get into the next sector you have to wait forever for it to recharge. The Heavy Power Cell is used (or should be used) by people who want to shoot things with energy weapons while turboing or use a zornet or something (aka: the chaser). It might also open up the possibility of other power cell variants like:
Covus Interceptor Power Cell
+800 Corvus
5/-/-/-/-
100kg
Capacity: 450
Recharge: 47 energy/s
Jump energy: 63
Warp energy: 250
Grid: (maybe a little sacrifice)
So basically what I'm saying is that this would be a buff for slow recharge high energy capacity power cells that favor use of continuous fire or firing during turbo boosts as opposed to the power cells specifically built for runner ships like the FC that we are all forced to use mainly because of this issue.
Covus Interceptor Power Cell
+800 Corvus
5/-/-/-/-
100kg
Capacity: 450
Recharge: 47 energy/s
Jump energy: 63
Warp energy: 250
Grid: (maybe a little sacrifice)
So basically what I'm saying is that this would be a buff for slow recharge high energy capacity power cells that favor use of continuous fire or firing during turbo boosts as opposed to the power cells specifically built for runner ships like the FC that we are all forced to use mainly because of this issue.
+1 ShankTank. I've always wanted a powercell like that, and it would fill what is currently a void in the powercell lineup (halfway between FC and heavy... like an buffed version of the hive FC.)
I said this the day the energy requirements for regular jumps were made and it applies to WH jumps as well: It should be a set value, not a percentage of total charge. It's silly and makes the heavy battery useless for anything but a quad rail.
I said this the day the energy requirements for regular jumps were made and it applies to WH jumps as well: It should be a set value, not a percentage of total charge. It's silly and makes the heavy battery useless for anything but a quad rail.
I've always kind of wondered why this isn't the case.
I've always kind of wondered why this isn't the case.
*bump*
I fully agree with Impavid.
This needs a bump.
Agreed
+1
+1