Forums » Bugs

jump energy bug

Jan 25, 2009 Fliptoad link
When jumping inter-sector you are told you need 25% energy in the battery. Ok fine. I jump with (about) 25 % and arrive with around 5% energy left. But now if I jump again with 100% energy I still arrive with around 5%.

This is with a fast recharge battery in various ships.
Jan 25, 2009 Breazle link
i have never understood that myself, but i dont think its a bug, this is probably better reworded and added to suggestions, not sure though.
Jan 25, 2009 blacknet link
My understand is it's drained during the jump and that 5% is the recharge value AFTER the jump.
Jan 25, 2009 Fliptoad link
Well I have a problem with the percent period. Since the heavy cell has more capacity then the fast charge there should be even more energy left/lost/whatever. I'm sorry but I believe this to be a bug as it makes the capacity pretty much a moot point.

I have only been around for a few months but do any of you old timers have any real use for the high capacity cell vs the fast charge cell?

It would be nice to get the power grid over 20 for those special load outs too, but thats another thread...
Jan 25, 2009 genka link
You have a very broken idea of what a bug is.
Jan 25, 2009 raybondo link
The idea is that it requires some amount of energy to initiate jump, and all the energy is drained during the jump.
Jan 25, 2009 PaKettle link
It might be more realistic if the minimum amount used was fixed at 100 or so. Perhaps the amount required could be based on the mass of the ship as well....ie 1 point per 2000kg etc...

The current setup favors the fast charge a lot.
Jan 25, 2009 Breazle link
if anything is gonna be changed in this none bug issue, i reckon it would be best that anything above the value of 25% in the batt remains in the batt after jump, so having 50% charge means u could in theory jump twice without letting for of turbo, but i was more curious of the reasoning behind it, and i sort of see the logic now.
Thanks
Jan 25, 2009 PaKettle link
so long as it is consistant for everyone I dont see it as a bug either... just ,,,, odd.
Jan 26, 2009 JestatisBess link
It isn't a bug but a feature. It is odd though. I think it was questioned before but there was no follow through.

I like the idea of using a set value like 100. If you jumped with a fast charge fully charged you would have 150 left after the jump. It would make it easier to run from pirates and it would help pirates shoot faster after a jump.
Jan 29, 2009 Fliptoad link
raybondo wrote:
The idea is that it requires some amount of energy to initiate jump, and all the energy is drained during the jump.

All the energy? Ok, so then it takes 100% energy? Just like a wormhole jump? But 'All' differs between equipment.

What should really happen here is jump energy is related to the 'jump engine' of the ship so a jump could use some fixed amount of energy (related to the ship), not 25% of whatever + whatever is left in the cell just for the hell of it.

But hey what do I know - I have only been doing application development for 25 years now.

ID.10-t error detected module genka.
Jan 29, 2009 mr_spuck link
It's simple! There are magical energy draining particles in hyperspace that empty your battery.

See it as a gameplay feature to make people briefly vulnerable after jumping. It also prevents rapidly jumping over multiple sectors without adding lame timeouts.
Jan 29, 2009 genka link
I'd hate to use the horrible fuckup of an abortion of an application you've been developing for 25 years.
Jan 29, 2009 a1k0n link
There's no realistic reason for this, but it was done intentionally, long ago, to prevent insta-jumping due to some exploitable circumstance I can no longer remember.

It may be an "onion in the varnish" by now since you are vulnerable during jumps. That wasn't always the case.