Forums » Suggestions
since we are talking about sneaking into enemy space this idea dawned on me. A small (and large) port addon that allows you to jump 1 system over with out using a wormhole. The catch is.
you must be completely stopped
have a full battery charge
it has a 10 second timer (like a log off)
you are warped to a random sector in your desired system (excluding worm hole and station sectors)
also if you are in a group all other ships in the group with a black ops addon will be warped to the same location as you.
Uses; Sneaking in behind enemy lines to disrupt trade, sneak attacks on boarder turrets to clear the way for cap ships and non black ops ships.
I think the mass for both the small port and large port black ops addon should be around 500kg so as to not make the ships too combat ineffective and the cost should be around 1 mil (this is experimental tech after all)
thoughts?
you must be completely stopped
have a full battery charge
it has a 10 second timer (like a log off)
you are warped to a random sector in your desired system (excluding worm hole and station sectors)
also if you are in a group all other ships in the group with a black ops addon will be warped to the same location as you.
Uses; Sneaking in behind enemy lines to disrupt trade, sneak attacks on boarder turrets to clear the way for cap ships and non black ops ships.
I think the mass for both the small port and large port black ops addon should be around 500kg so as to not make the ships too combat ineffective and the cost should be around 1 mil (this is experimental tech after all)
thoughts?
I like the idea. I think it should be a 1 use addon or the reload costs the same as the addon. Meaning, it's only 1 way. I agree with the rest. I see traders using it to avoid deadly WHs at busy times as well.
Oh yes thank you for reminding me I'll add this to the op, Though I think you should get two shots one to warp in one to warp out and it should cost 2 mil to refill (part of being sneaking is getting out just as quietly as you got in)
Seems a bit unbalanced to me. I'd add the following restrictions:
*Must be in a wormhole sector or one of the 8 adjacent sectors to activate (would jump to the system that wh is connected to)
*Must be 3000m away from roids/stations (like normal jump)
*Should be at least 1000kg (on par with a rail gun)
*Requires 550 energy to activate (like BioCom Mine)
*10 second timer changes to 30 seconds when hailed (like logoff)
*Performing a regular sector-to-sector jump requires 50% battery charge instead of 25% while add-on is equipped.
Also, for group members with the add-on to end up together, they should have to jump together (say within 2000m, 30 second window)
I don't see a need for having a large port variant. The only ships lacking small ports are moths, and those aren't exactly stealthy ships anyway.
*Must be in a wormhole sector or one of the 8 adjacent sectors to activate (would jump to the system that wh is connected to)
*Must be 3000m away from roids/stations (like normal jump)
*Should be at least 1000kg (on par with a rail gun)
*Requires 550 energy to activate (like BioCom Mine)
*10 second timer changes to 30 seconds when hailed (like logoff)
*Performing a regular sector-to-sector jump requires 50% battery charge instead of 25% while add-on is equipped.
Also, for group members with the add-on to end up together, they should have to jump together (say within 2000m, 30 second window)
I don't see a need for having a large port variant. The only ships lacking small ports are moths, and those aren't exactly stealthy ships anyway.
I meant to imply the normal jump restrictions would be in place as well with this addon but what is the point of having a covert ops warp thingy if you have to be in the wh sector the the system you are jumping into? The 8 adjacent ones alright, but the the exact one seems a bit much.
Also I put the large port as an option for prom, taur and hog pilots that did not want to give up their small slot(s)
Also I put the large port as an option for prom, taur and hog pilots that did not want to give up their small slot(s)
I see this more of a good option for also avoiding danger if you have to. I think in reality a high energy requirement for use along with standard jump restrictions are all that are necessary. I also don't see a need for a timer.
This is a really cool idea, disagree with "*10 second timer changes to 30 seconds when hailed (like logoff)"... simply because there is no logical reason for it but, apart from that its a great idea.
Sounds fun.
I agree that you should have to reload it. 2 charges max seems sensible.
I agree that you should have to reload it. 2 charges max seems sensible.
Might be cooler to be a charged capacitance device instead. Costs a ton, and to use it you have to run up it's storage to say, 5000 power units or something, and you use it like you use a charge cannon. Charge it up, and fire to jump.
That would be cool.
The 8 adjacent ones alright, but the the exact one seems a bit much
I was going to put only the 8 adjacent sectors originally but decided not to exclude the wh sector. I probably could have worded that bullet better...
Thinking about it some more, the only case where I see a timer as necessary is the case where someone is infini-turboing with a full charge, then breaks and instantly jumps. I suppose instead of a timer, having an animation like for wh jumps where the player is vulnerable would suffice. Would be less annoying than a timer too.
The charging idea would have basically the same effect. The only issue I see with that is it uses up a trigger to execute the jump.
I was going to put only the 8 adjacent sectors originally but decided not to exclude the wh sector. I probably could have worded that bullet better...
Thinking about it some more, the only case where I see a timer as necessary is the case where someone is infini-turboing with a full charge, then breaks and instantly jumps. I suppose instead of a timer, having an animation like for wh jumps where the player is vulnerable would suffice. Would be less annoying than a timer too.
The charging idea would have basically the same effect. The only issue I see with that is it uses up a trigger to execute the jump.
I like this idea. But the weight meridian suggests is a bit much. Keep in mind, you're sacrificing an L-port here, which is probably 70% of the offensive capabilities of a Warthog or an Atlas. And I don't see pirates using Revenants, Promethei or Centaurs a whole lot. Unless this idea would shift the ship use profile, but I doubt it.
A charge-up condition like Impavid suggests is probably a good idea. It would make energy-draining weapons an interesting addition, too. Quick number check: 100 seconds, you say, Impavid? That might even be too short. I think 2-3 minutes wouldn't be out of the question, but I guess it'd have to be tested in production.
A charge-up condition like Impavid suggests is probably a good idea. It would make energy-draining weapons an interesting addition, too. Quick number check: 100 seconds, you say, Impavid? That might even be too short. I think 2-3 minutes wouldn't be out of the question, but I guess it'd have to be tested in production.
Why do we need this again?
WTB Hyena interceptor Rev... And I think the weight should stay at the original 500 kg. As tosh said we're sacrificing an L-port, here.
its a small port or a large port add on the idea was that you could choose (because if i was a prom pilot i would hate having 1 small port firing from only one side of my screen, weird i know but i need symetry)
BUT! your forgetting about PHYSICS! Your idea is FAIL. That is all, carry on.
Sounds more like a way to avoid the turrets... You should know better by now.
It's just as likely a way for a trader to sneak an XC past a pirate blockade. I endorse all uses of this device. It would be FUN.
Well... normal moth. XCs don't have ports.
uh of course it sounds like that pakettle its what i stated in the OP the point is sacrificing some damage dealing ability to do a covert missions.