Forums » Suggestions
I started talking about this briefly in another topic but decided to that starting a new one would be more appropriate, I have thought of this before but never in implementing it this way.
I looked for this in the READFIRSTBEFOREPOSTING thread but i didn't see this idea anyways here goes.
Whenever someone jumps it would create a small WH that would last as long as the jump animation (right up to the collapse of the window). anyone within 500 meters would see something similar to the wh indicator on there hud anyone within 250 meters of the wh would be able to jump by pressing the activate key. they would immediatly be jumped to the coordinates the first player went to without losing any energy, they would also exit within 250 meters.
because i suck at explaining complicated things im going to simplify it here
when dude1 jumps it creates a small 500m wide wh that lets dude2 jump to the same coordinates without losing energy.
I don't know if this would be hard to implement but i don't see any negative sides to it.
1: it would make chasing easier
2: it would give incentive for a group to jump together
3: it would make surprise attacks more awesome and more surprisey
Now here are a few fun things that could be tied to this like lets say the actual amount of energy points when the battery is activated makes the window larger or smaller,
and we could tie how long it stays open by the regen on the battery of the person who opens it.
this isn't the basic idea its jut a few examples of what we could do.
We could make a lot of neat stuff play into this to make it do exactly what we want and thats why i love this idea. :-)
-[Edit]-
As another idea that doesn't have to be impleented with this one i suggest the required energy percent charge thats required to jump be tied to ship mass.
example: dude3 jumps with a fully loaded XC should need 50% but has 100% while jumping when he arrives in his destination sector 25% energy should be left.
the math behind this idea can be done pretty easely by someone who isn't me :P
I looked for this in the READFIRSTBEFOREPOSTING thread but i didn't see this idea anyways here goes.
Whenever someone jumps it would create a small WH that would last as long as the jump animation (right up to the collapse of the window). anyone within 500 meters would see something similar to the wh indicator on there hud anyone within 250 meters of the wh would be able to jump by pressing the activate key. they would immediatly be jumped to the coordinates the first player went to without losing any energy, they would also exit within 250 meters.
because i suck at explaining complicated things im going to simplify it here
when dude1 jumps it creates a small 500m wide wh that lets dude2 jump to the same coordinates without losing energy.
I don't know if this would be hard to implement but i don't see any negative sides to it.
1: it would make chasing easier
2: it would give incentive for a group to jump together
3: it would make surprise attacks more awesome and more surprisey
Now here are a few fun things that could be tied to this like lets say the actual amount of energy points when the battery is activated makes the window larger or smaller,
and we could tie how long it stays open by the regen on the battery of the person who opens it.
this isn't the basic idea its jut a few examples of what we could do.
We could make a lot of neat stuff play into this to make it do exactly what we want and thats why i love this idea. :-)
-[Edit]-
As another idea that doesn't have to be impleented with this one i suggest the required energy percent charge thats required to jump be tied to ship mass.
example: dude3 jumps with a fully loaded XC should need 50% but has 100% while jumping when he arrives in his destination sector 25% energy should be left.
the math behind this idea can be done pretty easely by someone who isn't me :P
Why does Slime get to jump? I never get to jump.
Want me to change the names to Hansel and Gretel?
Actually thats a damn good idea.
Actually thats a damn good idea.
My jumping skills aren't as good as my docking skills. :(
PS: I like this suggestion.
This would make pirates uber powerful. They would jump without losing energy while the fully loaded, unmanuverable moth loses everything, basically making it a sitting duck for the other ship.
I did think reducing all infiniboost trade ships' max speed down to 190 would be acceptable.
I did think reducing all infiniboost trade ships' max speed down to 190 would be acceptable.
I like the idea, however I do agree with theratt, it would make pirates too hard to outrun, and as if they arent hard enough to outrun now..
There should still be an energy drain though what if in the case of wormholes this method only required the pursuing ships to have the 25% energy req for jumping?
Trading in grey shouldn't be easy.
if this happens the profits in grey space should go up.
Still this doesn't make trading impossible it means that you will need an escort to go clear out a rat sector before you jump in.
anyways this idea can be tweaked or changed.
the ratt just so you know a taur shoudn't be able to outrun an IBG or a corvult, heavy ships are still way too fast with almost always 200 top and infiniboost, not having to recharge before they jump anything make them uber at running, much more uber than they should be anyways.
this idea woudn't change normal wh.
if this happens the profits in grey space should go up.
Still this doesn't make trading impossible it means that you will need an escort to go clear out a rat sector before you jump in.
anyways this idea can be tweaked or changed.
the ratt just so you know a taur shoudn't be able to outrun an IBG or a corvult, heavy ships are still way too fast with almost always 200 top and infiniboost, not having to recharge before they jump anything make them uber at running, much more uber than they should be anyways.
this idea woudn't change normal wh.
The thing is that when the two ships came out, the taur would have no energy and the IBG or CorVult would have full to either catch up or do major damage.
I endorse this suggestion, if only it's a better way to handle the same mechanism than telling via text where a person is headed. In fact, it's a great suggestion I'd be extremely happy if anything like this was implemented.
Edit: If it were to replace the current system, instead of being additional, it'd need to last longer than just the animation. But yeah, it's still a great idea.
Edit: If it were to replace the current system, instead of being additional, it'd need to last longer than just the animation. But yeah, it's still a great idea.
IBGs and CVs have 60 drain, its extremely hard for them to keep up with a taur anyways,
this ideas whole point is to make pirating easier because at the moment its really hard and not even close to as rewarding as missions or trading, not only that but it also affects your rep negatively in the eyes of many players.
grey space really isn't dangerous enough, and now nations have a neat turret system that makes it impossible to hunt players.
this could greatly improve the gameplay from many aspects, making pirating easy when no one else is there to stop you IS one of them.
taurs aren't blockade runners...
and it doesn't make it that easy
[edit] i have an idea for the jump animation and im going to draw it up on a piece of paper and post it.
this ideas whole point is to make pirating easier because at the moment its really hard and not even close to as rewarding as missions or trading, not only that but it also affects your rep negatively in the eyes of many players.
grey space really isn't dangerous enough, and now nations have a neat turret system that makes it impossible to hunt players.
this could greatly improve the gameplay from many aspects, making pirating easy when no one else is there to stop you IS one of them.
taurs aren't blockade runners...
and it doesn't make it that easy
[edit] i have an idea for the jump animation and im going to draw it up on a piece of paper and post it.
Ok i have a bit more to reply to Theratt10's comment.
this would only give rats the advantage if your jumping to a sector that isn't protected by SF, and still would make them lose ground when you go through a WH, it doesn't make any ship overpowered or give anyone an advantage.
this only really puts you at risk if you jump from B-8 to another unprotected sector.
the size of the created wh should be related to the ships weight when unloaded so 20000+kg = 350m radius 5000-kg = 150m
that gives mauds an actual use...
now onto the animation idea that would make this look seamless.
A: A ship opened a wh and its open, the ship chasing or following has to be in range being able to activate (thats the dotted line)
B: The ship gets in range of the window and activates, it accelerates to a ludicrous speed and turns into an energy blast that looks similar to the neutron shot but much larger and bright white.
C: as soon as the ship enters thw window it makes a bright flash and a beam of light is let out in the direction the ship entered.
D:the blue particles that come out the back surge for 1 or 2 seconds.
the real thing with this is that you could enter it from any direction and it would look awesome.
this would only give rats the advantage if your jumping to a sector that isn't protected by SF, and still would make them lose ground when you go through a WH, it doesn't make any ship overpowered or give anyone an advantage.
this only really puts you at risk if you jump from B-8 to another unprotected sector.
the size of the created wh should be related to the ships weight when unloaded so 20000+kg = 350m radius 5000-kg = 150m
that gives mauds an actual use...
now onto the animation idea that would make this look seamless.
A: A ship opened a wh and its open, the ship chasing or following has to be in range being able to activate (thats the dotted line)
B: The ship gets in range of the window and activates, it accelerates to a ludicrous speed and turns into an energy blast that looks similar to the neutron shot but much larger and bright white.
C: as soon as the ship enters thw window it makes a bright flash and a beam of light is let out in the direction the ship entered.
D:the blue particles that come out the back surge for 1 or 2 seconds.
the real thing with this is that you could enter it from any direction and it would look awesome.
Ain't that the ship from Asteroids?
What happens when two ships in close proximity jump out on different vectors? To which set of coordinates would a pursuing craft travel to if this feature was implemented? On top of that, what about fleet movements? A large number of ships leaving simultaneously could cause a great deal of server strain as it draws the appropriate bounded spheres.
But all that aside, were this implemented, I'd suggest two changes:
• One, make the temp-wormholes have an extreemely short half-life, to the point of only lasting as long at the fleeing ship's jump animation.
• Two, forget the "not taking any energy" bit. Its there for a reason. Take no energy to initiate the jump, perhaps, but maintain the same restrictions on the power-cell when the pursuing ship re-enters real-space as the normal.
But all that aside, were this implemented, I'd suggest two changes:
• One, make the temp-wormholes have an extreemely short half-life, to the point of only lasting as long at the fleeing ship's jump animation.
• Two, forget the "not taking any energy" bit. Its there for a reason. Take no energy to initiate the jump, perhaps, but maintain the same restrictions on the power-cell when the pursuing ship re-enters real-space as the normal.
This temporary jump hole suggestion is great to implement into groups.
Making it easier for pirates is just ludicrous, if they want an easier life then they can fraking wait for more pirate based missions or chased down the already slow convoys.
EDIT: If you want to be a pirate it requires more than knowing how to pilot a ship and 'pew pew' at shit. It requires more brains then ship capability to chase down an alert trader. Fraking pirate wannabes are bunch of whiners asking for more and more and barely formulating a logical solution to their ills. Being a pirate requires more effort to obtain that status than being a trader or anti-pirate. It should be hard a life.
If you want something to make your life 'easier', then start doing something in the PCC and refine a pirate mission or something. Start learning and use TACTICS to catch a trader. We have to work our asses off to outrun you buggers so it makes sound logic that you have to work your asses off to catch us.
Making it easier for pirates is just ludicrous, if they want an easier life then they can fraking wait for more pirate based missions or chased down the already slow convoys.
EDIT: If you want to be a pirate it requires more than knowing how to pilot a ship and 'pew pew' at shit. It requires more brains then ship capability to chase down an alert trader. Fraking pirate wannabes are bunch of whiners asking for more and more and barely formulating a logical solution to their ills. Being a pirate requires more effort to obtain that status than being a trader or anti-pirate. It should be hard a life.
If you want something to make your life 'easier', then start doing something in the PCC and refine a pirate mission or something. Start learning and use TACTICS to catch a trader. We have to work our asses off to outrun you buggers so it makes sound logic that you have to work your asses off to catch us.
I tend to agree with Subius on this one.
As a rider, nerfing the speed and armour of trade ships has already been done, any further adjustment should be an increase in speed of fighter ships.
As a rider, nerfing the speed and armour of trade ships has already been done, any further adjustment should be an increase in speed of fighter ships.
if the player jumps in protected space he has nothing to fear...
If the rat can actually think, he has nothing to worry about.
I mentioned the same idea in another thread here, regarding chasing. Definitely a great idea.