Forums » Suggestions

Lock out power cell recharge after jump...

Nov 17, 2016 We all float link
Lock out power cell recharge, after jump, until control of ship is regained.
Nov 17, 2016 Sieger link
-1

No thanks.
Nov 17, 2016 Hoban-Wash-Washburne link
Technically it makes sense. What makes the charging system immune from jump lock out that all other systems are subject to?

+1
Nov 17, 2016 Darth Nihilus link
I like this idea. I don't like the idea of power cells beginning to charge before blasters can even fire. I always hated it really and recently I heard that it is having effects on trying to pin down tridents with PCBs.

+1
Nov 17, 2016 Mi5 link
PCB should stop /explode
Nov 17, 2016 Darth Nihilus link
Yea, it should.

But also the power cell shouldn't start charging until the weapons can be fired. These two things would complement each other quite well I'd say.
Nov 18, 2016 yodaofborg link
-1

Might not make as much difference as some think it would, if you empty warp 1000m+ away from someone who is chasing you, odds are you are escaping even with this 0.5ish second delay.
Nov 18, 2016 Death Fluffy link
I don't have an objection to this at the moment, but won't this affect the pursuit ship as well? In one scenario, the pursuit ship would still be at 0 charge when landing within 200 m of their desired target when they regain control of their ship. In the other, the pursuit ship lands just outside the 1000 m mark and is also at 0 charge. The only advantage is to players using a Greyhound in that instance which imo is a bit biased. I just don't see where this would make that big a difference for something that at a guess could be more involved on the dev end that just making a quick setting tweak.

I'm just not seeing the meaningful impact to gameplay.
Nov 18, 2016 Sieger link
Exactly Fluffy. It will take the fun out of close range chasing scenarios which involve a jump.
Nov 18, 2016 Luxen link
I waited, and now agree with fluffy and sieger; the alteration *does* affect both ships. I don't chase ships too often, but this could give me issues when I jump into the middle of a milaner swarm in an ion storm.
Nov 18, 2016 yodaofborg link
Ok, I change my +1 to a -1.

It would make escaping in storm situations harder, and really not have any positive benefit that I can see as a player chasing another player. Like I said above, I really do not think it would have as much effect as people seem to think it would.

also the delay for weapons is only really apparent in 1st person jump mode, in 3rd person, there is no real delay, that is something that should be looked into as it seems a little buggy that you can control your ship sooner in 1st person - even though Inc said "it's not any faster" - it really is.
Nov 18, 2016 Darth Nihilus link
I think the biggest proponent argument for this is for the chasing capital ships. Especially those that are using a fast charge power cell.

Trying to hold down a fleeing trident with a PCB isn't very practical because they can jump before you can use your weapons even though you may enter the sector right behind them.

I see your point though. It may not have as big an effect as it seems in theory. Maybe applying this to capital ships would make more sense?
Nov 18, 2016 csgno1 link
Lol I knew the suggestion would come that this should only apply to cap ships.
Nov 18, 2016 Dr. Lecter link
You don't have control of your ship for reasons entirely unrelated to gameplay - from an immersion perspective that loading time does not exist. There's no reason any ship functions should be doing anything during that time. +1
Nov 21, 2016 Pizzasgood link
Seems sensible to me.