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The only problem I have with the changes is that they hurt the "escaper" as well as the "runner".
Thats the idea of it RelayeR. Escaping should be EXTREMLY hard. That will encourage traders to trade in groups and hire escorts.
I loved it, I was jumping into the middle of ? and Niki. And in the back of my mind was: "Hahaha, I have no way out... Strength and Honor!"
Botting is more interesting now, too. I was doing a BP mission earlier against some NPCs, and couldn't run to go repair... A fight to the death!
where were all you "this will make running too hard" people when these ideas were first peropsed?
I have from the beginning been against making running more dificult, but i like this update with the exception of the wormehole timer.
if you dont' want to wate for a heavy battery to recharge use a FC battery. "the Fast Charge battery, it's not just for traders any more"
if you need to escape or evade persuit use an infiniboost ship.
if you get killed because you were down to 30% after another fight deal with it, that is the calculated risk you took when you engaged in a battle, and players need to be more accountable for their actions (this one should sound fermiliar)
anyway, it isn't that hard to evaid the strike forces, i did it for some time today, while i was still learning both, how to deal with strike forces, and that i have to wate to recharge my battery before in system jumps, and out of 10 runs i survived no less than 6. and at least 3 of them were hit and run raids on bot sectors (i was trying to inpruve my faction).
anyway, i am against making a jump cost a specific amount of energy, because that benefits the heavy battery which is already the better choise in may ways for combat. this system forces the player to sacrafice endurence for a quick getaway, or to reduce their escape options for the ability to hang in a fight longer.
i am also agains any sort of timer being added to in system jumps because i think the dificulty for running is just what it should be: easy if you know what you are doing, hard if you don't and not a serious hinderence for general travel in trade ships.
my problem with the wormehole timer is that i never saw a problem with the old system, but the timer has obvious consequences if players activate the wormehole in advertantly. Baisicly i say the jump back and forth trick as one of the chalenges of camping a wormehole and thus one of the ways to prevent players from sucessfully blockading a womehole sector. I'd request that the timer, and only the timer be removed. everything else seems fine from what i have seen.
I have from the beginning been against making running more dificult, but i like this update with the exception of the wormehole timer.
if you dont' want to wate for a heavy battery to recharge use a FC battery. "the Fast Charge battery, it's not just for traders any more"
if you need to escape or evade persuit use an infiniboost ship.
if you get killed because you were down to 30% after another fight deal with it, that is the calculated risk you took when you engaged in a battle, and players need to be more accountable for their actions (this one should sound fermiliar)
anyway, it isn't that hard to evaid the strike forces, i did it for some time today, while i was still learning both, how to deal with strike forces, and that i have to wate to recharge my battery before in system jumps, and out of 10 runs i survived no less than 6. and at least 3 of them were hit and run raids on bot sectors (i was trying to inpruve my faction).
anyway, i am against making a jump cost a specific amount of energy, because that benefits the heavy battery which is already the better choise in may ways for combat. this system forces the player to sacrafice endurence for a quick getaway, or to reduce their escape options for the ability to hang in a fight longer.
i am also agains any sort of timer being added to in system jumps because i think the dificulty for running is just what it should be: easy if you know what you are doing, hard if you don't and not a serious hinderence for general travel in trade ships.
my problem with the wormehole timer is that i never saw a problem with the old system, but the timer has obvious consequences if players activate the wormehole in advertantly. Baisicly i say the jump back and forth trick as one of the chalenges of camping a wormehole and thus one of the ways to prevent players from sucessfully blockading a womehole sector. I'd request that the timer, and only the timer be removed. everything else seems fine from what i have seen.
the update is in the right direction, but it *is* a little anoying after a while when your trading an doing some routine routes. I know it needs to be tweaked a litle more, but, like it is now, its a little anoying after a while.
I believe the wh timer is actually designed to make the borders of nation space stronger.
You can't just jump in, following a trader, blow them up and jump back into grey. The minute means that the strike force has time to get to you, which is a really good Idea, it means you have to run.
You can't just jump in, following a trader, blow them up and jump back into grey. The minute means that the strike force has time to get to you, which is a really good Idea, it means you have to run.
Correct me if I'm wrong, but it seems Strike Forces got a boost as well. They show up almost immediatly after you enter hostile space now, no matter where. One used to be able to sneak into UIT space through Azek even if he was hated. I tried it today and had a strike force on me less than a minute after I entered.
Only problem I have with the 1-minute timer on jumping back is that it feels artificial, as in "strapped on" to the jump system as opposed to being "endemic" to the nature of warp jumps. You could say it jars me a little out of my suspension of disbelief.
Apart from that, I see no problem with it, since it is rather seldom that I need to go back through a wormhole (it usually happens because I'm trading while not-quite-awake). Still, I'd like it if a more ellegant solution was found.
Apart from that, I see no problem with it, since it is rather seldom that I need to go back through a wormhole (it usually happens because I'm trading while not-quite-awake). Still, I'd like it if a more ellegant solution was found.
perhaps the informative text could be altered to include a simple explination like "Jump engins colling estimated time 60 seconds", or "nav compuer correcting for stelar drift, inter system jumps will be inposable for 60 seconds".
i realy don't see the timer as needing to be removed, i just didn't see the need to put it in, but if it was intended to fortify the nation boarders than i suppose it does serve a perpus.
i realy don't see the timer as needing to be removed, i just didn't see the need to put it in, but if it was intended to fortify the nation boarders than i suppose it does serve a perpus.