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The inescapable jump energy thread

Aug 20, 2005 Cunjo link
I know this has been suggested before in other threads, but with the advent of the new in-system jump energy requirements, I figured it was high-time it had a thread of it's own.

Now excuse me for sounding cynical, but the 100% rule is stupid, quite frankly.

It would be much more pertinent to have a specific energy value required for making a jump.

I would propose an energy level of 250 (equivelent to the free and FC batterys' maximum capacity) for WH jumps (where the jump drains all of the remaining charge regardless of battery size or starting charge), and perhaps 80% of that for in-system jumps (where the jump drains only the amount of energy required to make it)

As it is though, it just doesn't make sense that a Ultra-FC battery should be a disadvantage over a regular FC, or that a heavy battery would be at a disadvantage over a free or light battery when making a jump from a drained battery.

with a set value, the noobs who can't get an FC, would still stand a fighting chance of escaping another player intent on running them down and popping them.

There should also be a set delay for jumps, so the one with the better load time doesn't always come out first (I have repeatedly been run down by other players who jump after me, but come out before me on the other side, and the NPCs always have the advantage here) Even as little as 3 seconds of designated loading time would help to level the field.

PS. and just for the record, after playing under the new, post-update rules for a while, I've decided that it's actually a fairly decent update... save for the WH timer that is.
Aug 20, 2005 Spellcast link
Now excuse me for sounding cynical, but the 100% rule is stupid, quite frankly--""

you're excused, however the generally accepted explination for this has always been that jumping a wormhole with less than a full battery causes some form of feedback explosion from the jump acting on the empty space in the battery.(i dont THINK its in the backstory, but i'm pretty sure the devs have endorsed it or maybe were the ones that came up with it)

we've actually pushed for the 250 energy requirement for a long time, and i'm all for it myself, but it is possible that the devs have thier own reasons for leaving it the way it is.
Aug 20, 2005 Space man 3 link
Im with Cunjo the rule is stupid and well i like a set limit better but its just my opinion
Aug 22, 2005 Lord Q link
i prefer the 100% drain for jumps, because it handycapps the heavy battery. The heavy battery is designed to be just that heavy, it grants better endurance and firepower, but at the cost of not being able to chase a lighter ship. before this update, there were basicly 2 batteries used by high level players, the heavy and the FC. the FC was uses exclusevly on infiniboost ships, whereas the heavy battery was used on any other ship (generaly speaking). Now, the FC has a reason to be used on non infiniboost ships, and some people may even come to prefer the medium battery for it's compromise of charge time and power duration.

basicly what my ramblings come down to is this:
fixed amount of energy will make the heavy battery the alpha and omega of combat batteries, where as the percentage baised system allows for more variation in tactics.

as for in-gtame explenations of why it takes all you're battery power no mater what that amount is:
why not say that the b attery actualy acts more like a capacitor when being used for the jump engin, than an actual battery and so it wouln't discharge untill it reaches it's desigend load. (i'm not an electricle engineer so i don't know the proper terminology for that behavier, but i'm fairlt sure that that is how capaciters work)
Aug 22, 2005 terjekv link
eh, most light pilots (rev c + energy) used FC even for duels as far as I know. the heavy wasn't used much at all, personally I *only* used it for rails, for any other layout, FC is what you want.

hmmm, a fixed cap will make the heavies able to do multi-jumpes inside a system a lot better than anything else, but at the same time requireing extra charge at WHs. maybe that could work, it could also give purely in-system people chasing people a reason to choose a heavy battery. if you go for percentages, you need to visually alter the GUI to show that you're ready to jump, which'll be somewhat timeconsuming from what I've heard about the GUI. =)
Aug 22, 2005 Nikana Olos link
Better idea-- What if it was changed so that the amount of energy used depended on the length of the jump?

Jumping to the next sector would only take a little bit of energy, but, say, jumping across the system would require much more.
Aug 22, 2005 Borb II link
That's not a bad idea, and it would be more realistic.

Maybe it could incress by like 30 for every sector. So like 1 sector would only be 30 units, but 5 would be 150
Aug 22, 2005 Nikana Olos link
Yeah, it doesn't make much sense to have a bus that can go the same distance as a Moth in one jump.

It would balance the game out a bit more for everyone, not just pirates, because the pirates not only have to have energy for jumps, but also for weapons, which gives the traders a slight advantage if they don't want to turn and fight.
Aug 22, 2005 johnhawl218 link
At max power this could be the distance of each battery, if they were all given a max distance they could jump.

Gov-1 sector jump
Light-4 sector jump
Medium-8 sector jump
Heavy-16 sector jump
FC-8 sector jump (certain ships infiboost)
UFC-16 sector jump (certain ships infiboost)

This would make the UFC much more desirable to get.