Forums » Suggestions

The more damage a ship has, the longer it takes to jump

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Feb 20, 2019 Rolflor link
"you are objecting to an update that increases fun. Go away."

It increases the fun for griefers who are trying to make people leave VO as you just did to me. It also makes PVE more difficult and annoying.

The game description says "peaceful trader" is one of the ways the game was intended to be played
Feb 20, 2019 We all float link
Roflor. If your ship is being attacked, and you damage your attackers, they take longer to jump, allowing you to get away. This is a wonderfully equal two edged sword update.
Feb 20, 2019 greenwall link
It's a good update for people who have a problem with runners. It's a bad update for newbs, for traders, for miners, i.e. any low or no combat-skill level pilot. That's just the facts. I think it's reasonable to conclude that low/no-combat-skill pilots far outnumber the "runner!" crybabies. It's also reasonable to conclude that representation of those two populations on these forums is skewed majorly towards the minority, so the aggregate feedback here isn't going to be anywhere close to a true representation of the actual in game dynamic.

One thing I've noticed is that now I have to do math calculations now in order to figure out the energy level required for jumping when I'm damaged. This is very inconvenient at times when you are the one being pursued.
Feb 20, 2019 We all float link
What have new players been saying?
Feb 20, 2019 SlashGorden link
"Roflor. If your ship is being attacked, and you damage your attackers, they take longer to jump, allowing you to get away. This is a wonderfully equal two edged sword update."

Not sure about that, if you have the upper hand then just finish them off. This change definitely favours the aggressor.

Maybe a fairer and more realistic system would be to impair the manoeuvrability of your ship as you take on more damage but not effect your jump ability. That would impair the aggressor but would change the nature of pews because the first to land shots would have a tremendous advantage.
Feb 20, 2019 We all float link




Drop some L-mines on the aggressor, while your rear gunner shoots gems. Even better, drop some drain and L-mines. Now the aggressor is damaged so they have to wait longer to follow you AND they were drained. The moth pilot gets away.

If the moth pilot has an escort pilot equipped with rep guns, this scenario gets even more interesting.
Feb 20, 2019 greenwall link
We all float, your comments take for granted that there are plenty of opportunities to get escorts and gunners. And mines are wholly ineffective against competent intercepting pilots.
Feb 20, 2019 We all float link
There are plenty of opportunities to get escorts. In the past week, one of the largest guilds in the game had over 40 separate pilots online(edit: i just counted, they had 50 pilots online), including combat focused pilots. Trader pilots just need to start asking for escorts.
Feb 20, 2019 incarnate link
mines are wholly ineffective against competent intercepting pilots.

I'm fine with improving mines (different thread), but this at least brings up the prospect of defensive and offensive measures having value in this kind of case (which can then be tweaked and balanced). Where previously their potential value was a lot more limited.
Feb 20, 2019 IronLord link
It was either yesterday or the day before that I got a chance with my buddy Teni to test this with his guild mate and a tgft.
We fought against ONE and it was extremely enjoyable to have to actually use strategy and maneuvers to get away from a combatant. This took away just turning away from someone and using infinite turbo to get away. Now it requires effort which feels nice as a runner and a chaser. Love it.
Feb 20, 2019 Pizzasgood link
I think people underestimate mines. They aren't just about hitting the pursuer. They're about making the pursuer choose between being hit, or giving up the optimal chase position. Area of denial, basically. The best place to be when chasing somebody is right behind them. It's easier to hit them, it's easier to keep up with them, and especially it's easier to hit them and keep up with them at the same time. But you're also right in the best spot for being hit by mines. You can avoid mines easily by flying parallel to the target's path, but now you're not pointing at the target. To shoot them, you'll need to rotate your ship to point closer to the lead off indicator. This sacrifices speed because you're no longer flying in the same direction they are. It also brings you closer to their path and mines, so eventually you'll have to not only straighten out but actually fly away from their path to gain breathing room again.

I personally prefer carrying jacks or swarms when I'm in a moth, and mines probably could do with some further improvements, but traders have successfully escaped me by using mines before. They shouldn't be dismissed out of hand.
Feb 20, 2019 TheRedSpy link
Mines are incredibly useful, but people who tend to use them also don't typically possess the skills necessary to do so. There are some exceptions, but they definitely aren't broken.
Feb 20, 2019 Aryko link
Could this feature be made limited to all cells except the hive cell?

1) It's a good beginner cell, so most newbies won't be affected by it.

2) It would increase its usage and make it more useful.

3) It would make for some interesting lore.
Feb 21, 2019 Rejected link
I love Aryko's suggestion. From what I can tell, in the current implementation, the hive is unaffected by the changes to the powercell. Let players take advantage of that by having the hive fast charge powercell unaffected by damage due to ancient hive technology that scientists don't really understand. This information would be baked into any revision of the tutorial that discusses these powercell changes (and potentially added to the item description).

With a recharge rate of 48m/s, only some low level ships (e.g., rev mk1) would be able to infini boost with it. Also, with a capacity of 300 m/s, it still takes longer to get to 25% to jump than a normal fast-charge cell.

I think it would make the change more palatable. Noobs would have a better chance to escape aggressive bots. More seasoned players and traders would have a cell better equipped to escape from the unrats or from PvP (with the trade-off of forcing the player to choose between a low jump threshold vs. infini turbo).

Importantly, however, is that the hive cell isn't sold commercially. This gives players an incentive to start collecting them and distributing them throughout the verse in case they need to escape from trouble quickly.
Feb 21, 2019 Ebonstar link
One thing I noticed about this change is you could possible "hold someone hostage" with the pcb aa update its almost impossible to miss and being hit stops your logout timer. So you could keep someome trapped in sector indefiniately until they alt f4 or power down their device.

Would it be possible to limit the top end of this so 90% is the max instead of 99%? Non infiniturbo ships suffer from this not being able to turbo into a jump.
Feb 23, 2019 yodaofborg link
"give me money or I won't let you go!"

sounds like a valid piracy tactic to me.

Love this update! I messed about with an alt for the past few days being on both the chaser and the chased end of this update, and it really does make you think a lot more before turning around in a taur of boom and having at the pirate. It also makes you think a LOT more when a mine is dropped in pursuit of a tasty ship. I used to just mainly ignore mines and turbo right at them hoping I was going fast enough to detonate them but suffer minimal damage... This wont happen again!