Forums » Suggestions

New Jump Requirements Don't Help As Much

Aug 27, 2005 Nikana Olos link
Okay, I noticed the other day that one of the common complaints about the 100% energy jump requirement wasn't fixed with the last update.

Yes, the requirement itself has been lowered, but it still uses up the entire battery when you jump, no matter how much energy you have. People still have to hang around in the sector until they can jump again, which from one point of view (the people who would like to kill them) is fine. However, people who want to be able to jump into a system and have at least a little bit of energy left for boosting or fighting are at a major disadvantage.

Imagine this:

Some hotshot in a Cent with a Free Battery and one Plasma Cannon is jumping between sectors in Latos so he can get to Odia to buy a Vulture. He hits an ion storm, and BOOM. Three TyCorps are on him before he even has a chance to get his bearings and maneuver so he's facing the exit point. He has virtually no energy, and he's under attack by a swarm of bots, with the VO equivalent of a pea shooter as his only defence. He's basically doomed.

Now, I understand that jumping in grey space is supposed to be dangerous, but a scenario like that could happen even in a capitol system. I suggest that maybe the requirements actually match the energy used when jumping, so that people who wait for their energy bars to fill actually have an advantage over those who jump at 25%.
Aug 27, 2005 KixKizzle link
If someone doesn't have the license levels for an FC then they probably SHOULD die in grey space..... sooner rather than later.
Aug 27, 2005 Nikana Olos link
You're missing the point. The point is, the requirements should match the actual amount of energy used.

Otherwise, it gives the impression that, "Oh, I could get from Point A to Point B by using 125 energy units, but I think I'll use 450 instead."
Aug 28, 2005 mgl_mouser link
After a recent mishap with the UIT government (wich is now resolved), I had to enter UIT space and deal with the snappiness of their strike force.

So, I jumped in, was greeted, hit the turbo until I reached a decent distance for a safe jump, let the strike force close in until I get 25% back, jumped.

Into a storm. Strike Force followed.

I eventually jumped out and made my way through the pre-plotted course I had set to finally loose the strike force.

Granted, I had an FC and a light & fast IDF Valkyrie Vengeance, but the point is that the 25% thing works. Somewhat.

Now, obviously, I wouldn't have attempted this in a bus & a Duracell. But situations like these aren't bound to happen to much on a low-level pilot.

I'd still prefer the jump require a fixed amount of energy though. It doesn't make any sense that it takes 25% of a 250 battery & 25% of a 550 battery. It's totally ridiculous that it requires more energy because I have a bigger battery.
Aug 29, 2005 johnhawl218 link
Agreed, make it a fixed number not a %, use 25% of the FC as the exact number (65 rounded).
Aug 29, 2005 Dr. Lecter link
Uh, just to clarify: bots shots when you're warping do NOT harm players.
Aug 29, 2005 yodaofborg link
stikeforces do hurt Lecter, but you are indeed correct, hive bots do not harm players once you jump. It still should be a fixed amount though, im thinking more in the 200 charge range myself (every battery ingame is capable of charging to 250) this would make the light battery usefull to lower level players, because currently id rather stick with a free over light, and use nothing else till fast charge (which is only trade 2 combat 2 in the right places, of course), the batteries in between have very little meaning.
Aug 29, 2005 incarnate link
Ok, I concur with the fact that jumping should only use up 25% of your energy.

On another note, hive and other bots *do* damage you while jumping. There is something odd about it though. They don't seem to do nearly as much damage as one would expect, and I don't know why. I consider it a bug, although it may be some hidden unintended effect of the collision detection system.
Aug 29, 2005 Cunjo link
Incarnate:
>>"On another note, hive and other bots *do* damage you while jumping. There is something odd about it though. They don't seem to do nearly as much damage as one would expect, and I don't know why. I consider it a bug, although it may be some hidden unintended effect of the collision detection system."<<

if they do, the damage is wholly negligable... I sustained at least 2 seconds continuous neutron fire from four assault bots simultaneously while jumping out of an ion storm in a vulture... I emerged on the other side still at 100%.

IMHO, if it's a bug, DON'T FIX IT =P
Aug 30, 2005 Nikana Olos link
Amen to that, Cunjo.
Aug 30, 2005 mgl_mouser link
You got punked.

Someone retrofitted repair guns on those droids just to freak you out.
Aug 30, 2005 Nikana Olos link
Riiiiiiiight.

/me files mg1_mouser under "People Who Are Too Sarcastic"
Aug 30, 2005 yodaofborg link
Just tested it, my maud was 100% when it jumped with 2 Dentek Assaults firing at me, I was 100% when I exited the storm :P
Aug 30, 2005 Beolach link
In my experience, if bots are firing on me as I warp through a wormhole, I do take damage, but when bots are firing on me as I jump to a different sector in the same system, I do not take damage.
Aug 30, 2005 yodaofborg link
That might be the case, as I have been nailed while warping into a worm hole by strikeforce bots, but hive dont usually jump system to system. (although I wish they would :P)