Forums » Suggestions
Realistic Batt usage
It seems odd to me that, to make an intra-system jump, you need at least 25% of a government-issue energy cell, which comes out to about 63 out of 250 energy or so. However, even with a heavy battery (550 energy), it STILL takes 25% (138 out of 550)to intra- system jump.
Related to this is wormhole jumps. Players can make a wormhole with a fully charged government-issue batt, which means that it takes 250 power to create a wormhole. Yet it still takes a full charge with the more powerful batts.
This just seems like a realism issue that would be pretty easy to resolve.
Related to this is wormhole jumps. Players can make a wormhole with a fully charged government-issue batt, which means that it takes 250 power to create a wormhole. Yet it still takes a full charge with the more powerful batts.
This just seems like a realism issue that would be pretty easy to resolve.
yea but no its a balance issue that why no one better mess with it
Any easy solution to this would be to set a certain energy usage for a jump and for a WH jump, say 65 for a regular jump and 250 for a WH jump. It would also motivate some people to use heavy batteries, because they offer and advantage through a WH, whereas currently there isn't really an advantage at all.
This was implemented by those who abused the "no energy needed to ump" rule we had before. Rather, implemented when most everyone complained about things they considered abuses. Anyway, realism should lose to balance in this case.
In the case of jumping between sectors though, perhaps if you jumped with more than 25% battery, it shouldn't be empty when you arrive?
I'll ump with, or without energy!
Seriously, though: Heavy Power Cells (endorse the new term, get with the groove!) should actually have a reason for existing (currently, they're mostly for quad-rail hornet pilots, and when was the last time you saw more than one of those within the space of a week?).
Why not make the HPC allow jumps within a shorter amount of time than, say, the FCPC?
Hm, it just struck me: Power Cell balance is borked anyway. It works as it is now, but the upgrade path does not make sense.
Seriously, though: Heavy Power Cells (endorse the new term, get with the groove!) should actually have a reason for existing (currently, they're mostly for quad-rail hornet pilots, and when was the last time you saw more than one of those within the space of a week?).
Why not make the HPC allow jumps within a shorter amount of time than, say, the FCPC?
Hm, it just struck me: Power Cell balance is borked anyway. It works as it is now, but the upgrade path does not make sense.
A ship with a turbo drain of 60/s gets farther on a full Heavy than a full FC power cell.
I like Imdavid's idea.
To jump between sectors needs to stay constant, and so do jumps between systems. This would provide for more relative "juice" to be used for the smaller vessels. Read my post reguarding battery life in this thread "fuel" :
http://www.vendetta-online.com/x/msgboard/3/14728?page=3
To jump between sectors needs to stay constant, and so do jumps between systems. This would provide for more relative "juice" to be used for the smaller vessels. Read my post reguarding battery life in this thread "fuel" :
http://www.vendetta-online.com/x/msgboard/3/14728?page=3