Forums » Suggestions
I didn't find anything about this by searching the forums, maybe this has already been brought up. When you do an in-system jump, it only requires 25% battery, yet when you come out of it regardless of whether or not you had 25% or 100% battery going in, you're drained. I understand how using the wormholes requires 100% and drains 100%, but for jumps, it just doesn't make sense. Is this an issue of them both using the same code, and therefore energy gets set to empty after jumps, or is there a gameplay reason this happens for both? (Honestly, I'm just curious.)
Percetage use is dumb. If I have a heavy battery why does it take 550 units of energy to use a wh when a fast charge only requires 250 units?
All energy requirements for jumps should be set units, not percentages
All energy requirements for jumps should be set units, not percentages
This system really never made much sense to me either.
Yeah, I agree with all of this; especially Impavid on percentage vs. constant value.
"All energy requirements for jumps should be set units, not percentages"
+1 of course
I have seen this suggested zillion times and no word from the devs.
I think the current state is widely considered as the weirdest thing in VO.
It would also open some new possibilities. I can imagine a cell with some advantages like really fast recharge but with capacity only for in-system jumps.
+1 of course
I have seen this suggested zillion times and no word from the devs.
I think the current state is widely considered as the weirdest thing in VO.
It would also open some new possibilities. I can imagine a cell with some advantages like really fast recharge but with capacity only for in-system jumps.
That or make the drain based off of the total mass of the ship. X much energy per amount of mass would be needed for a jump and Y much energy per amount of mass for a worm hole jump.
What exDragon said, only I would make it dependent on how full (percentage-wise) your hold is. Scale a 0-100% hold fullness to a 25-85% energy buffer usage (linear).
I've always questioned how the same powercell uses the same amount of energy to jump both a Centurion and a Behemoth; fixed values for each ship (based on size/mass/whatever) would make much more sense.
Yes.
Aye I alays thought it should be based partially on the ship masss.
something on the order of...
total power =
energy to open a wormhole
Plus
energy to move 100 Kg through
Times
ship mass
Times
Jump distance
<Shrug>
something on the order of...
total power =
energy to open a wormhole
Plus
energy to move 100 Kg through
Times
ship mass
Times
Jump distance
<Shrug>
Agrees
Yes. A jump of one sector shouldn't use nearly as much power as a jump from one edge of a system to the other.
A jump of one sector shouldn't use nearly as much power as a jump from one edge of a system to the other.
Answer: it doesn't have to.
I think a better way to think of it is that a jump discharges the capacitor -- period. With respect to WH jumps, a fully charged capacitor is required (for whatever hokey sci-fi reason the dorks and dweebs who care about such things want to invent), which is more burdensome than the 25% charge required for in-system jumps.
Obviously, with load times and ease of reaching jump range being what they are, it's important to have a way of delaying people who are running through empty sectors just a bit. Using a set amount of power that would allow one or two instant follow-up jumps would be a bad idea.
Answer: it doesn't have to.
I think a better way to think of it is that a jump discharges the capacitor -- period. With respect to WH jumps, a fully charged capacitor is required (for whatever hokey sci-fi reason the dorks and dweebs who care about such things want to invent), which is more burdensome than the 25% charge required for in-system jumps.
Obviously, with load times and ease of reaching jump range being what they are, it's important to have a way of delaying people who are running through empty sectors just a bit. Using a set amount of power that would allow one or two instant follow-up jumps would be a bad idea.
So make jumping the same as with wormholes; a several second delay between jumps, just as you cannot return through a wormhole for a period of time. It would still allow you to have some energy after coming out of a jump, but would solve the problem of rapid jumping.
And why is the gameplay gain of having some juice left after a jump worth the dev time of swapping a perfectly workable system?
I still think it would be a cool thing to get rid of empty sectors altogether. If you think about it, a "sector" in space isn't going to be dedicated to an empty spot with no reference; this is reinforced by the fact that you can't go to an adjacent sector by just turboing long enough. I'm not saying to make every sector a full-blown asteroid sector, just to put one to three asteroids with terrible ore in them (preferably somewhat big ones and still have 2-3 unmarked sectors with good ore) at the center of an "empty" sector that you alway jump in 1500m away from or only require a 1500m distance from them to jump. Hell, it would even be cool to make the bodies in the centers of unmarked sectors bits of scrapped convoys and other ships rather than asteroids and say that these are all the ships shot there while trying to pull empty jump escapes, hehe.
That's all a somewhat large scale project for a quick concept, though, I don't see the harm in a 3 to 5 second or so time limit on making in-system jumps. Maybe that time limit should be what's governed by ship mass; but I'd propose something different: make it shorter for more massive ships but longer for ships with more volume (cu space taken up). I propose this because cargo ships shouldn't have escape be too easy, but I like the idea of some kind of heavy fighter that instead of having low mass and low spin torque and thrust has high mass and really high spin torque and thrust. That would just be something to make stats a bit more fun to mess with, I guess, and give the "length" stat some value perhaps?
That's all a somewhat large scale project for a quick concept, though, I don't see the harm in a 3 to 5 second or so time limit on making in-system jumps. Maybe that time limit should be what's governed by ship mass; but I'd propose something different: make it shorter for more massive ships but longer for ships with more volume (cu space taken up). I propose this because cargo ships shouldn't have escape be too easy, but I like the idea of some kind of heavy fighter that instead of having low mass and low spin torque and thrust has high mass and really high spin torque and thrust. That would just be something to make stats a bit more fun to mess with, I guess, and give the "length" stat some value perhaps?
So make jumping the same as with wormholes; a several second delay between jumps, just as you cannot return through a wormhole for a period of time. It would still allow you to have some energy after coming out of a jump, but would solve the problem of rapid jumping.
I really like this idea, actually.
I really like this idea, actually.
Thanks for constructive feedback, SharkTank and ladron
Volume of the ship is essentially the same regardless of its hold's fill level.
I would make it purely mass-based (tuning my earlier suggestion), with a fixed amount of energy required to move each kg of mass.
I am entirely against making jumps last longer, for whatever reason there may be. My reasoning for this is that jumping is already annoying enough, and you don't always encounter pirates, and we don't want to turn people off by making them spend time in front of their computers waiting, simply because they are hauling stuff. Other penalties are fine with me, but not hang time.
I would make it purely mass-based (tuning my earlier suggestion), with a fixed amount of energy required to move each kg of mass.
I am entirely against making jumps last longer, for whatever reason there may be. My reasoning for this is that jumping is already annoying enough, and you don't always encounter pirates, and we don't want to turn people off by making them spend time in front of their computers waiting, simply because they are hauling stuff. Other penalties are fine with me, but not hang time.