Forums » Suggestions

Mass-Dependent Variable Jump Time

12»
Aug 02, 2009 Dr. Lecter link
Taking the current jump delay, during which one is vulnerable to incoming fire, as the absolute rock bottom time, let's link the delay to the total mass of the ship trying to make a sector/WH jump.

Thus, light fighters sporting a light load out would jump fastest, while tri-flare valks and SCPs would take more time, and an XC toting swarms will be a sitting duck for quite a while.

I'm not sure what the exact time currently is, and I express no opinion on what the right Kg/delay ratio is. Just think it's a good idea.

Hat tip to PC in the cap ship thread for the concept.
Aug 02, 2009 davejohn link
I can't actually remember the last time I was being shot at while jumping. So it would just be a vaguely annoying delay with an advantage to a persuer in perhaps one in a few hundred thousand jumps.

The devs have recently improved sector load times significantly by changes to inventory loading, adding an artificial delay seems a retrograde step to me.
Aug 02, 2009 Antz link
I see the merit of the change - it will make chases easier for pirates, but travel times will become much longer for all involved. Increasing jump distance to 5000m would have much the same effect without taking control away from pilots for the extra period. Another change that would help chasing ships is to reduce the warp-in area and wh radius to 500m or so.
Aug 03, 2009 Pyroman_Ace link
I agree with davejohn on this point. I think the delay would be minimal in the grand scheme of things, and wouldn't necessarily effect the outcome of those times when the ships involved are in combat.

I also concur with Antz, and add that one of the biggest detractions I've thus far heard about VO from critics and the like is the relatively long travel times involved. Lengthening these seems to be a disservice to the game at this point in time.
Aug 03, 2009 missioncreek2 link
How about making engines targetable on pilots' ships - and making them particularly vulnerable from the rear. When destroyed they would not have the use of turbo.
Aug 03, 2009 Spedy link
Arg. Vulnerable from behind 'extra' targets that disable turbo when they die? Hmm.. I don't really see that happening, unless it takes a 'special' type of weapon to disable it (I'm thinking something like Halo's plasma pistol overcharge, which shuts down a vehicle's engines for a short time when it hits.), or they are really fracking hard to destroy, or etc...
Aug 05, 2009 slime73 link
I like how all (or most) of Lecter's recent suggestions have been specifically geared towards making griefers' lives easier.
Aug 05, 2009 moldyman link
On the plus side, it'd add a new dynamic to racing.
Aug 05, 2009 Dr. Lecter link
Uh, Slime... who does most of the running and jumping away in the "Griefer versus Angry Mob" scenario?

Here's a hint: most of my time fighting Arolte was spent at 225 m/s.
Aug 05, 2009 slime73 link
"light fighters sporting a light load out would jump fastest"
Aug 05, 2009 Dr. Lecter link
And the ships that griefers attack are what, moths? If anything, this makes the joker in a spam rag a fatter target.
Aug 05, 2009 slime73 link
Easy 'prey' is usually heavier.
Aug 05, 2009 Dr. Lecter link
I think you may be fudging the definition of griefer just a wee bit, slimeball.
Aug 10, 2009 MythOpus link
I really don't think the jump should be dependent on the mass of the ship. Why not just implement a Jump Drive module as an add-on that would give a varying degree of a decrease for the jumping time/energy required to jump, dependent on which moduele you purchase and install?
Aug 10, 2009 zamzx zik link
wow a troll post a suggestion, and everyone trolls him? lol.

I like this idea- the key part to please all parties would to be careful with the extra time- for most fighter-type ships, the change should either shorten the jump animation (almost instantly, from turbo to jump) and for trade/heavy/capital ships, an extension by maybe 2-6 extra seconds.

The calculations should most likely be done by weight or perhaps size. Or an arbitrary number based on 'engine type' (basically, waffle that allows the devs to tinker with the numbers until they declare balance.)
Aug 10, 2009 Dr. Lecter link
shorten the jump animation (almost instantly, from turbo to jump)

FAIL.
Aug 10, 2009 CrazySpence link
Hmm I like where this idea could go, larger ships, should require more time to charge a jump

I remember many a time flying around an Exeter or Drayman as it seemed to take for damned ever to jump as a wing of Jalthi closed in on it in good Wing commander and it was frustrating and exciting all at once

Traders, your infini boost warp shouldn't save you for ever and this does in fact make sense

Griefiers, your bomber rag deserves that extra 5 seconds to warp to give us a chance for that satisfying Boom
Aug 10, 2009 zamzx zik link
lecter, either that or the current jump animation could be kept as the shortest available time and work from there.
Aug 11, 2009 davejohn link
This would just waste time for the vast majority of players.

I suppose if you griefers are desperate for the odd warp kill you could have this feature implemented for a situation where a player jumps within 500m of another players ship. To my mind it would add nothing to the game as a whole.
Aug 11, 2009 Dr. Lecter link
either that or the current jump animation could be kept as the shortest available time and work from there

You're totally right, BG. I'm an idiot for not making that the very first sentence of the very first post in this ... hey, wait a second...

Taking the current jump delay, during which one is vulnerable to incoming fire, as the absolute rock bottom time . . .

Ecka, you're old, fat, and lazy. And a miner. All of a sudden you have a hard on about a suggestion that "would just waste time"? Ha. But fine--you jump within 1250m of another ship, and this kicks in.