Forums » Suggestions
Charged Gravitational Disruptor
This large port device can reduce the minimum distance needed to initiate a non wormhole jump by up to 2500 m.
Jump Distance Reduction: 100-2500 m
Charge Rate: 60/second
Grid: 10-14ish
Mass: 1000kg
Volume as cargo: 3 cube (lets get away from the retarded 1 cube for every ship addon)
Jump Distance Reduction: 100-2500 m
Charge Rate: 60/second
Grid: 10-14ish
Mass: 1000kg
Volume as cargo: 3 cube (lets get away from the retarded 1 cube for every ship addon)
So... Basically infinite jump with no chance of chasing....
-1
-1
Hahahahahaha... Oh wait, you're serious, let me laugh even harder....
BWAHAHAHAHAHAAAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHA
-1
No.
Are you high?
Did Ecka put you up to this?
Are you certain you're not high?
Nyet.
Nicht.
Δεν.
BWAHAHAHAHAHAAAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHA
-1
No.
Are you high?
Did Ecka put you up to this?
Are you certain you're not high?
Nyet.
Nicht.
Δεν.
Seriously, this is your objection? The ability to turbo out of harms way is limited by the high battery drain of the unit. It takes a port that could otherwise be used. The high grid limits the remaining weapons or devices that can also be used.
I would hardly think this means infinite jumps considering the vast majority of jumps made by people neither mining nor botting are either wormhole to wormhole or station to wormhole. By fixing the maximum charge to the average time it would take a ship to reach 3000m (15 seconds), your effectively shutting down the turbo of your typical trade ship after just 4 seconds- meaning it probably didn't even reach max speed before puttering out. Even the Greyhound would be limited by this.
Scenario 1 - player headed towards a wormhole - the devise is useless so no change
Scenario 2 - player is pursued through the wormhole and tries to use the device - easily killed due to lack of turbo
Scenario 3 - player in route to dock at station - the devise is useless, so no change
Scenario 4 - player leaving station sector - depending on their lead, some advantage
Scenario 5 - player enters wormhole sector and notices it is occupied by a pirate and activates the device for a safe escape - this is a problem with the sector list being too inclusive and not my problem to defend against. Chances are, unless terribly burdened with weight or just plain dumb, the player would have escaped anyway.
Where I see this being useful is for players like myself who periodically make a lot of station to station jumps and would rather not have to make the same 3000+ m trip to reach the next jump point.
I'm glad I could give you a laugh though Ryan. Truth is that I really don't care one way or the other, and to be absolutely honest, don't think this has a chance of being implemented for the simple reason that there are better and far more import suggestions out there collecting dust. I mean my god, how many has that one guy already necro'd? Things that should have been fixed or implemented years ago. I'm just posting ideas as I come across them during my minimal time in game these days, while I bide my time for an alternative game to come to market.
I would hardly think this means infinite jumps considering the vast majority of jumps made by people neither mining nor botting are either wormhole to wormhole or station to wormhole. By fixing the maximum charge to the average time it would take a ship to reach 3000m (15 seconds), your effectively shutting down the turbo of your typical trade ship after just 4 seconds- meaning it probably didn't even reach max speed before puttering out. Even the Greyhound would be limited by this.
Scenario 1 - player headed towards a wormhole - the devise is useless so no change
Scenario 2 - player is pursued through the wormhole and tries to use the device - easily killed due to lack of turbo
Scenario 3 - player in route to dock at station - the devise is useless, so no change
Scenario 4 - player leaving station sector - depending on their lead, some advantage
Scenario 5 - player enters wormhole sector and notices it is occupied by a pirate and activates the device for a safe escape - this is a problem with the sector list being too inclusive and not my problem to defend against. Chances are, unless terribly burdened with weight or just plain dumb, the player would have escaped anyway.
Where I see this being useful is for players like myself who periodically make a lot of station to station jumps and would rather not have to make the same 3000+ m trip to reach the next jump point.
I'm glad I could give you a laugh though Ryan. Truth is that I really don't care one way or the other, and to be absolutely honest, don't think this has a chance of being implemented for the simple reason that there are better and far more import suggestions out there collecting dust. I mean my god, how many has that one guy already necro'd? Things that should have been fixed or implemented years ago. I'm just posting ideas as I come across them during my minimal time in game these days, while I bide my time for an alternative game to come to market.
I'd like to see an addon that makes the game treat a player as a large object that you have to be 3000m away from to jump, before something like this is added.
agreed draugath, I've seen that particular one made recently so didn't feel the need to make a multiple suggestion.
At this stage we should not be screwing with the jump mechanics, even for tridents.
-1
-1
Erm, ability to jump between stations without leaving the NFZ? -1.
-1
(Prefer the opposite... an interdiction device.)
(Prefer the opposite... an interdiction device.)