Forums » Suggestions
As the subject says: The more damage a ship has, the longer it takes to jump. At 50% damage, ships will require 50% power cell to jump. At 75% damage, 75% of the power cell. At so on. This starts at 25% damage.
+1
+1 great idea
Not that I am completely opposed, but this would tread on the power cell blaster. Can we fix the PCB instead?
The more damage a ship has, the lower it's cells recharge rate goes*
+1
+1
+1 OP. There's always been a part of me that's wanted ship performance to degrade with damage, but the way we can currently just keep on fighting with 1% armor is fun and I don't want to give it up. Restricting the performance degradation to jump parameters sounds like a great way to have my cake and eat it too.
I agree with Pizzasgood's view on this wholeheartedly. It'd merely feel fustrating to be limited as a battle progresses, but limit the negative impacts to nondirect combat would be significantly better. However, Roda also has a point; this'd nerf the pcb a little, though it could be used as a weapon disabler against large weapons and capships still... personally, worth it, but i'd bet not everyone feels that way.
how many other ways can we keep people from running? wanna make the windshield dirtier too? cabin will with smoke? turn off radar?
This suggestion is going to make the hound MUCH more powerful. It's going to hurt the valk and it's not going to have any effect on the prom.
The suggestion also lacks an explanation as to why this is needed.
-1 all around
This suggestion is going to make the hound MUCH more powerful. It's going to hurt the valk and it's not going to have any effect on the prom.
The suggestion also lacks an explanation as to why this is needed.
-1 all around
Just because a suggestion is made doesn’t mean it’s needed, it can just be a cool idea to make things more fun. There is zero requirement that a suggestion has to be a needed change, settle down.
I can see multiple ways this would be cool.
First ppl who start fights and then want to jump when they are losing would need to put more thought into how to accomplish their escape.
Second damaged capships would have a harder time escaping while under fire from a pcb thus encouraging more creative attack & defense strategies.
Third [edited to remove unhelpful personal prodding -I]
Fourth a side effect to combat damage has been needed to enhance game play and this so far seems like the most reasonable option. It does prevent ppl from continuing a fight but guves them fiid fir thought before they engage in one.
I can see multiple ways this would be cool.
First ppl who start fights and then want to jump when they are losing would need to put more thought into how to accomplish their escape.
Second damaged capships would have a harder time escaping while under fire from a pcb thus encouraging more creative attack & defense strategies.
Third [edited to remove unhelpful personal prodding -I]
Fourth a side effect to combat damage has been needed to enhance game play and this so far seems like the most reasonable option. It does prevent ppl from continuing a fight but guves them fiid fir thought before they engage in one.
In my opinion, the adustment prospected in the OP would be fun just for the “ppl who start fights and then want to jump when they are losing”, ‘cause they “would need to put more thought into how to accomplish their escape”.
Shure, it would make sense for the purpose of realism (with damaged components, the ship’s energy should be redistributed), and that’s cool; BUT it would penalize enormously who’s piloting heavy trading ships: in those cases, there is nor the time or the agility required to perform “more creative attack & defense strategies”, because the only hope for the trader is to make it to the jump point and press activate as fast as possibile, and that 1% armor could make the difference. A “fight” situation with a bigger ship lasts only a few moments (target is, in most cases, slow and still). On the contrary, in a combat situation pilots have access (admitted that they’ve chosen to fight, or accepted the possibility to engage a fight, so they’ve chosen a ship suitable for that situation) to both the time and the agility necessary to “make a good plan”, and to adapt to the situation to “accomplish their escape”.
Maybe, this should be proportioned to the size of the ship: the bigger the ship is, the lesser it would be affected by the loss of energy. It would make sense: bigger ship, bigger energy (emergency) reserves.
Shure, it would make sense for the purpose of realism (with damaged components, the ship’s energy should be redistributed), and that’s cool; BUT it would penalize enormously who’s piloting heavy trading ships: in those cases, there is nor the time or the agility required to perform “more creative attack & defense strategies”, because the only hope for the trader is to make it to the jump point and press activate as fast as possibile, and that 1% armor could make the difference. A “fight” situation with a bigger ship lasts only a few moments (target is, in most cases, slow and still). On the contrary, in a combat situation pilots have access (admitted that they’ve chosen to fight, or accepted the possibility to engage a fight, so they’ve chosen a ship suitable for that situation) to both the time and the agility necessary to “make a good plan”, and to adapt to the situation to “accomplish their escape”.
Maybe, this should be proportioned to the size of the ship: the bigger the ship is, the lesser it would be affected by the loss of energy. It would make sense: bigger ship, bigger energy (emergency) reserves.
Nico Bone wrote:
Maybe, this should be proportioned to the size of the ship: the bigger the ship is, the lesser it would be affected by the loss of energy. It would make sense: bigger ship, bigger energy (emergency) reserves.
I'd be ok with this.
An interesting side effect of this suggestion, would happen in capship chases. Pursuers would have to keep an eye on their own health (capship defenses could whittle down the health of the pursuers affecting their ability to follow as quickly). Some pursuers might drag along repguns (turrets) to rep on the fly to keep the chase alive. To me, that would add a fun dynamic to the game.
Maybe, this should be proportioned to the size of the ship: the bigger the ship is, the lesser it would be affected by the loss of energy. It would make sense: bigger ship, bigger energy (emergency) reserves.
I'd be ok with this.
An interesting side effect of this suggestion, would happen in capship chases. Pursuers would have to keep an eye on their own health (capship defenses could whittle down the health of the pursuers affecting their ability to follow as quickly). Some pursuers might drag along repguns (turrets) to rep on the fly to keep the chase alive. To me, that would add a fun dynamic to the game.
"BUT it would penalize enormously who’s piloting heavy trading ships"
Actually, no it wouldn't. In most scenarios, the person with the heavy trade ship also has a powercell with a 50 e/s recharge rate and a ship with a 50 e/s turbo drain. So, unless they're burning energy shooting at their attacker or the attacker is using a PCB, they'd just turbo off to 3km and jump the same as always. It won't matter whether they need 25% or 99% of their powercell because they'll have 100% anyway.
In fact, this would help traders. The attacker is the one who's burning energy shooting at them and needs to worry about jump cost. If the defender manages to hit the attacker with some mines, a turret, their swarms, or whatever, then the attacker will have to either let up from their attack that much sooner in order to follow the jump promptly, or their follow-jump will be delayed that much longer.
Where this suggestion turns bad for the fleeing party is when the attacker is using a PCB. Roda has his head on backwards. This suggestion is effectively a buff to the PCB, not a replacement. It gives you a little more wiggle room to miss some shots with the PCB while still preventing them from recharging enough to jump.
Actually, no it wouldn't. In most scenarios, the person with the heavy trade ship also has a powercell with a 50 e/s recharge rate and a ship with a 50 e/s turbo drain. So, unless they're burning energy shooting at their attacker or the attacker is using a PCB, they'd just turbo off to 3km and jump the same as always. It won't matter whether they need 25% or 99% of their powercell because they'll have 100% anyway.
In fact, this would help traders. The attacker is the one who's burning energy shooting at them and needs to worry about jump cost. If the defender manages to hit the attacker with some mines, a turret, their swarms, or whatever, then the attacker will have to either let up from their attack that much sooner in order to follow the jump promptly, or their follow-jump will be delayed that much longer.
Where this suggestion turns bad for the fleeing party is when the attacker is using a PCB. Roda has his head on backwards. This suggestion is effectively a buff to the PCB, not a replacement. It gives you a little more wiggle room to miss some shots with the PCB while still preventing them from recharging enough to jump.
Oh, your right, Rin! Cool, That was the only reservation I'd had about this really.
+1
-1
Let me illustrate a common scenario when being pursued in a trade ship.
You jump into a sector, your prox warning goes off: PIRATE spotted! You immediately adjust course and attempt to get 3000 m out to jump into an empty sector to avoid pursuit. You're a defenseless trade ship, so your best attempt to get away is to jump through multiple empty sectors. And every jump resets your energy meter down to 0! (Point being, it is not the case, as Rin puts it, that "It won't matter whether they need 25% or 99% of their powercell because they'll have 100% anyway.")
Maybe about 2000 m out the attacker catches up to you, blasts you down to 50% armor before you get your jump off. The pirate follows and attempts to come up behind and get a few easy shots as your ship goes into the warping animation.
If my jumping ability was tied to my armor, I'd be at a huge disadvantage here. Now, not only does the pirate have a chance at a few easy shots as I jump, I also have to sit like a duck waiting for my battery to recharge for longer.
Basically, it would make it such that if a pirate was able to get a trader ships armor down to 75% or less before the trader makes their initial jump, the trader is basically a sitting duck.
Let me illustrate a common scenario when being pursued in a trade ship.
You jump into a sector, your prox warning goes off: PIRATE spotted! You immediately adjust course and attempt to get 3000 m out to jump into an empty sector to avoid pursuit. You're a defenseless trade ship, so your best attempt to get away is to jump through multiple empty sectors. And every jump resets your energy meter down to 0! (Point being, it is not the case, as Rin puts it, that "It won't matter whether they need 25% or 99% of their powercell because they'll have 100% anyway.")
Maybe about 2000 m out the attacker catches up to you, blasts you down to 50% armor before you get your jump off. The pirate follows and attempts to come up behind and get a few easy shots as your ship goes into the warping animation.
If my jumping ability was tied to my armor, I'd be at a huge disadvantage here. Now, not only does the pirate have a chance at a few easy shots as I jump, I also have to sit like a duck waiting for my battery to recharge for longer.
Basically, it would make it such that if a pirate was able to get a trader ships armor down to 75% or less before the trader makes their initial jump, the trader is basically a sitting duck.
+1 OP for Pizzasgood's reasoning.
If you are in unarmed trade ship, I suggest a tactic: premine an empty sector in systems along your travel path. If a person follows you, they go boom. Standard mines last an hour, and TU mines last 6 hours. If you are in trade guild, perhaps that guild can have members pre mining sectors each hour for the safety of its members.
to rejected:
You can always turn the moth and swarms or jack the face of your opponent and send his interceptor back home. I did lately with a moth to certain TGFT trader having second thoughts he had a payback opportunity and even also, occasionally, to pretty good pirates in hounds or valks.
You only need to get 2 or 3 jumps to get off 3000 range and evade.
You can also use
-concussion or proximity mines: no energy required to fire them and send your pursuer back and buy you the time
-gems / firecracker turret (i never remember which one is the most annoying when ye chase)
Anyway, escaping requires skills as it should do: So it is your trader duty to develop such abilities. If you can't do that: pay the pirate or hire a scout or an escort.
My 2c.
Yer beloved C'NB.
You can always turn the moth and swarms or jack the face of your opponent and send his interceptor back home. I did lately with a moth to certain TGFT trader having second thoughts he had a payback opportunity and even also, occasionally, to pretty good pirates in hounds or valks.
You only need to get 2 or 3 jumps to get off 3000 range and evade.
You can also use
-concussion or proximity mines: no energy required to fire them and send your pursuer back and buy you the time
-gems / firecracker turret (i never remember which one is the most annoying when ye chase)
Anyway, escaping requires skills as it should do: So it is your trader duty to develop such abilities. If you can't do that: pay the pirate or hire a scout or an escort.
My 2c.
Yer beloved C'NB.
"Basically, it would make it such that if a pirate was able to get a trader ships armor down to 75% or less before the trader makes their initial jump, the trader is basically a sitting duck."
Good point, it would help to fix the broken rapid-hop system! Double +1!
Good point, it would help to fix the broken rapid-hop system! Double +1!
How is rapidly hopping between systems broken? It is the only way a player in a loaded moth XC will have to escape from a pirate.