Forums » Suggestions

make jump power absolute instead of relative

Dec 27, 2014 cellsafemode link
Having jumping (both within system and across systems) be relative to the given battery doesn't make a lot of sense. Additionally, neither does having it apparently "use" all the current battery regardless if you are at the min or above for in-system jumps doesn't make much sense. On top of that there are issues with ships using the tiny capacity fast charge to nearly insta jump leading to calls for putting a timer on in-system jumps or other cool down suggestions to mitigate this issue.

I propose a simple change that makes the jump energy requirements a bit more intuitive and should mitigate the "improper" use of batteries. Absolute energy requirements for in system jumps and inter-system jumps. No other changes to the batteries need to be made.

in-system jumping requires 250 energy units. If your battery supplies more and has more, only 250 units will be used during the jump.

inter-system jumps require 450 energy units. Same as above, if your battery supplies more, only 450 is used.

This also relegates "infinite turbo" capable batteries in most ships to intra-system use only, further differentiating the batteries and giving each significantly more strategic value.
Dec 28, 2014 Kierky link
So you're saying only heavy and medium batteries are allowed to make wormhole jumps.

Please go away.
Dec 28, 2014 Surbius link
So, I have to equip a battery large enough to travel through systems, which almost guarantees that I wont have infinite turbo going from wormhole to wormhole, which then puts me at a disadvantage against anyone already equipped for combat and staying in that system. If I want any way to actually survive the encounter I would have warp out to a station to equip a better in-system battery to fight. And, you're not suggesting any battery changes to go along with your initial suggestion? Thanks but no thanks.
Dec 28, 2014 cellsafemode link
large, medium, and all the varieties of trident batteries would be needed for inter system travel. Those ships would sacrifice recharge rate for the ability to jump systems.

Additionally this effectively keeps new players from wandering away from the safety of the cap system until they are level 2. Making the ability to explore the universe a kind of reward and ensures more experience before experiencing the dangers of VO. Without requiring any kind of arbitrary limitation to their ability to jump out of a training sector or nerfing their ability to be killed etc.

1. So it solves the inconsistency with power requirements to make a jump in system and inter-system.
2. It solves the lack of purpose for batteries that dont allow infinite turbo by giving the lower capacity batteries a realistic disadvantage and giving higher ones a realistic advantage.
3. It creates a functional barrier for new players without creating an arbitrary one with no in-universe reasoning.
4. it alters the decision making process when a player undocks from a base to do whatever it is they're doing.
5. It provides a new role for tridents. The carrier. Allowing fast moving fighters the ability to travel system to system without docking to switch out a battery.

Nothing in the game should be a universal go-to for every situation. That's a failure either in game mechanics or equipment balance.

If choosing a battery is too much of a hassle to warrant the above benefits, then batteries should be removed from the game altogether since they offer no in game purpose and only create logical inconsistencies. Energy supplies would be an intrinsic part of the ship and vary ship type to ship type. Some ships would be capable of jumping between systems, some smaller, lighter ships would not, providing another differentiator between variants. That would also accomplish most of the above key points so long as jumping still required absolute amounts of energy and not relative.
Dec 28, 2014 Death Fluffy link
1. So you want to change what to me seems a fairly minor inconsistency and completely ignore the hideously humongous silliness that power cells magically recover to maximum energy levels without any type of fuel input? Nah.

2. Like many ships and weapons in the game, batteries provide a tiered capability for new players- free to light to medium to heavy to fast. If you think that the only power cell in use is the fast charge, you are mistaken. The heavy gets a decent amount of use as well. So, nah.

3. See point 2. Power cells already serve that function to the detriment of many new players. Not really sure what you're going for here, but I'm certain my response is nah.

4. True, players would have to plan ahead. Basically your trying to create a system that destroys free trade. Anyone in a trade vessel would be a much easier target when trying to traverse system. Hell nah.

5. Screw that. I am more than happy to help anyone in game with serious needs where a trident is most beneficial. I'm not going to help some lazy ass newby get their XP or standing up because the little shits are too lazy to do the work and learn the game and I most definitely am not going to play the retarded role of taxi driver. Fuck nah.
Dec 28, 2014 NC-Crusader link
I agree with this "stupid post" on only one point, that of a set amount of power for a jump. I disagree with the 450 amount for system jumps thru the WH.

And to the thing that OP completely overlooked, or maybe wants, is that any jump with Trident would be 450 which would really drive the RATS crazy whey I leave them with quicker jumps with my battery capacity of 4,000. I could jump faster than any other ship in the Verse as I would only use a small fraction of energy with each jump and still have enough to immediately jump again.

The only way to make it fair would be a set amount based on the size of the ships. Some can jump at 250, some at 300, some at 450, and then Dents stay with current, 25% for sector and 100% for system jumps.
Dec 28, 2014 cellsafemode link
if power cells besides uc's and fast charges got any significant use, then the above impact on the game wouldn't be so focused on how it makes it impossible to infinite turbo and traverse systems. Since it is the main issue i reject your 2 and 3.

1. Having warp energy requirements be relative effectively make the charge rate of the battery the only number that matters allowing combinations that make no sense. It's not a minor inconsistency but a game play altering one. Explaining away how batteries "recharge" isn't in the scope of fixing warp jumps requiring different amounts of power depending on what your battery's capacity is. There are various ways the battery could "recharge" itself. Technically they are called power cells. They could easily be a type of cold fusion cell using a catalyst to continually produce energy at a given rate, maybe they're powered off whatever magic ether the ships are flying in. That magic doesn't do anything to game play because there is no "fuel" in the game. Your point might make sense if there was another ship power mechanism that did require refueling but regular power cells worked on magic auto-recharging, but that doesn't exist.

4. So everyone in a trade vessel is using fast charges or ultra charges and/or everyone not a trader is using fast charges/ ultra charges. So who are your mythical players using medium / heavy besides newbs who have no choice? If they are so popular, then there would be little to no change in how easy a target is. I dont believe you would see everyone who wants to camp a wormhole rocking only fast charges. Also, large capacity battery users wouldn't have the current issue of having to wait for their slower charging battery to give them enough juice to defend themselves or start turboing away, they would have battery leftover right from the start. Making the initial number of seconds no different than if they were jumping in with a fast charge today, even better.

5. i wasn't referring to taxiing around players who can't access a large battery to jump systems themselves. I was talking about having guild mates in fighter ships equipped for infinite turbo and fast recharge meant for pvp and chasing being carried into a system for instant battle on the other side of the hole. A basic kind of military operation and use of the trident that doesn't exist currently because it doesn't need to. Probably not very practical with the current game population but it would be a new facet for the trident if the changes were made.
Dec 28, 2014 cellsafemode link
tridents would only still be able to "insta" jump if they had their cap ship battery in empty systems. They would still be limited to moving 3000m away (except in storms) usually from where they jumped in from. And the new capship battery makes the trident significantly more massive, so equipping it with one so you can insta jump in empty sectors comes at a cost.

I dont think the new capship battery would offer a lopsided benefit under the absolute number system.
Dec 28, 2014 Death Fluffy link
1. Neither does quite a lot in fiction. But we accept it as part of the alternate universe and as long as it isn't too offensive, generally accept it as true until the end of the story. There is a hell of a lot of fiction in VO. This imo is one of the less offensive ones.

4. As a rule, I don't use uc's and did not discuss them in my previous post. I for one use heavy cells, quite often on my pursuit ships.

5. That is quite specific and does nothing to encompass the whole of player activities. Further, players in combat ships would STILL be able to get to the fight faster and recharge there battery fully several times before a trident arrived from any distance. The idea that a combat team would be coming from just beyond the immediate wormhole is absurd.
Dec 28, 2014 Savet link
+1 to getting rid of the relative charge nonsense.

-1 to some batteries not being able to leave a system. If a newbie gets rehomed to grey by accidentally violating the NFZ in their home space, they would be stuck in system where they have no reputation or levels to buy the required batteries to leave Odia.

+1 to diversifying the batteries by making them different weights so a light and medium have a use beyond being the only thing you can buy because of low reputation. I'm not sure if this was suggested, but I'm going to +1 it anyway.
Dec 28, 2014 Keller link
CellSafe, almost everybody who bots (and maybe EVERYBODY tbh) uses energy heavy weapons rigs, thus requiring heavy cells. I for one do that all the time in my bot rigs. (both Hogs and Vults - gotta love gauss and annis, but they're both energy hogs)

All your initial suggestion does is make haulers even more vulnerable. There IS a reason most of the freight haulers have an energy usage of 50/s. There should be some possibility of escape in a freighter; your suggestion eliminates it completely.
Dec 28, 2014 Kierky link
This suggestion is stupid. Go away and stop inflicting your suggestions on our player base.
Dec 28, 2014 cellsafemode link
energy heavy setups dont require heavy batteries, just requires shooting when it counts vs holding the trigger button down regardless. I have botted _hundreds_ of bots at a time in azek with a fast charge with only energy weapons in the course of a couple hours. The higher charge rate almost always makes up for the lack of capacity in the current game.

In any case, if so many people are rocking heavy batteries, then being forced to use them for jumping between systems would not be a big difference from the risk currently seen, since your pursuers would also possibly have infinite warp. Heavy, poorly armored, and poorly armed ships shouldn't be given an easy out (or any way out) of any conflict. Such ships should travel in groups or have effective defensive weapons. If that's not possible with the current game population or equipment, then there should be another suggestion to allow players to hire wing men (more strict than the fighter group you can currently higher so they can't be used as an offensive weapon).

My suggestion may eliminate infinite warp for inter-system traveling ships, but it doesn't eliminate the ability to escape. You can jump in with energy to spare and there exists high drain batteries that would allow near infinite-warp functionality for those traders who accomplish getting those.

and to Kierky. I wasn't aware i had such pull with the developers to have my suggestions forced upon "our" playerbase. You'd think if that were the case directx 11 wouldn't be on the roadmap since windows supports opengl and opengl is used in every other OS, eliminating a huge duplication of effort. You are more than free to ignore my suggestions, it's not like your input is required to convince the developers to gloss over most of the suggestions in this forum and do whatever they have planned to do anyway. Not sure what you're scared of that you feel burdened to have to respond.

Anyways, Savet... Yes that would be an interesting problem. But those players would be pretty screwed even in the current setup. They have a "chance" to limp away in free power cells and light. I would be more interested in figuring out how they "accidentally" got KOS'd out to dau. That relates to either a failure of the game to instruct the player against the consequences of their actions or simply a player purposely violating the rules (an alt who is griefing etc.).
Dec 28, 2014 vskye link
-1
Dec 29, 2014 Darth Nihilus link
-1
Dec 29, 2014 Pizzasgood link
I do not mind the general concept of having absolute energy requirements to jump that vary by ship.

-1 to the implementation and intentions described by cellsafemode.
Dec 29, 2014 csgno1 link
-1. see message from Pizzasgood above.