Forums » Suggestions
I'm wondering.... when the storm disappeared, what happens if you're IN the sector at the same time? Does the EP just disappear? Someone should test this out.
AgY: Just out of curiosity, couldn't this be solved by putting medium engines in tradeships?
Actually they need to add some modifications to the engines. I liked the old system with different engines and the infini-boost only being availible to the eff engine. I still ike having the engine come with the ship, however here is how I would do it.
Change the base engines so that they all draw 5 more power / second than the fast charge battery; 10 more power / second than the heavy/medium battery; and 15 more power / second than the light/free battery. The differnece between the basic engines would then be the top speed/ max turbo.
Then add a new slot to take the place of the old "engine" slot. This slot can be empty or it can have one of the following modules in it.
Engine Efficiency module - Your turbo energy consumption is reduced by 5(or treat it as an auxiluary battery and generate an extra 5 energy/second)
Engine Speed module - Your top speed is increased by 5 and your max turbo is increased by 25
Since you can only have 1 module, you now have a choice between being able to turbo indefinitely or having a higher top speed for the life of your battery. People who take the speed are more likely to equip a heavy battery for the extra turbo time, while people with the former will want the Fast charge for the unlim turbo. This gives pirates an advantage if they can catch their prey somewhat unawares and get close enough to take advantage of the speed, but an alert trader can outlast a pirate if the pirate ends up in a tail chase from a long distance back.
EDIT: I think I'll copy/paste this idea into a new thread as well since it doesnt really deal with the original topic.
Change the base engines so that they all draw 5 more power / second than the fast charge battery; 10 more power / second than the heavy/medium battery; and 15 more power / second than the light/free battery. The differnece between the basic engines would then be the top speed/ max turbo.
Then add a new slot to take the place of the old "engine" slot. This slot can be empty or it can have one of the following modules in it.
Engine Efficiency module - Your turbo energy consumption is reduced by 5(or treat it as an auxiluary battery and generate an extra 5 energy/second)
Engine Speed module - Your top speed is increased by 5 and your max turbo is increased by 25
Since you can only have 1 module, you now have a choice between being able to turbo indefinitely or having a higher top speed for the life of your battery. People who take the speed are more likely to equip a heavy battery for the extra turbo time, while people with the former will want the Fast charge for the unlim turbo. This gives pirates an advantage if they can catch their prey somewhat unawares and get close enough to take advantage of the speed, but an alert trader can outlast a pirate if the pirate ends up in a tail chase from a long distance back.
EDIT: I think I'll copy/paste this idea into a new thread as well since it doesnt really deal with the original topic.
AgY: "Every direction change results in a bigger distance to your victim.
It can just escape."
Not really...the persuer has the advantage with the aiming reticle...it vectors the persuer to an intercept course, effectively cutting the fleer's corners. Given the fact that a fleer can't jump because of being <3000m from a large object, a persuer should gain on a fleer until they reach >3000 from a large object. The only unknown will be where they jump to.
It can just escape."
Not really...the persuer has the advantage with the aiming reticle...it vectors the persuer to an intercept course, effectively cutting the fleer's corners. Given the fact that a fleer can't jump because of being <3000m from a large object, a persuer should gain on a fleer until they reach >3000 from a large object. The only unknown will be where they jump to.
how about.. fast jumps between empty sectors all over the system? (keep with corners and borders.. storms are soldom there). After 5 - 6 jumps you will loose every pirate on your tail..then you choose either to go to wormholes (and risk 50% of meeting them again) or to some of stations there..
As if finding players wasn't hard enough, we now have to deal with chasing players who can jump early? This idea would kill PvP combat completely. The devs have said repeatedly that PvP combat will always be a part of the game. This idea makes escaping combat WAY too easy. Gameplay will become extremely boring without PvP combat and it'll be nothing more than a fancy chatroom. It's not just about pirating either. When PvP combat will actually have meaning to the game it'll still be an issue.
Even if using warp drive early carries many risks, it'll still be just as annoying as typing /explode to avoid giving the other player the kill they deserved. I do however think that invulnerability should be removed from the warp drive animation, since you're now traveling fast enough to avoid getting killed. So anyone who attempts warp drive into someone else recklessly will be in for a surprise.
Even if using warp drive early carries many risks, it'll still be just as annoying as typing /explode to avoid giving the other player the kill they deserved. I do however think that invulnerability should be removed from the warp drive animation, since you're now traveling fast enough to avoid getting killed. So anyone who attempts warp drive into someone else recklessly will be in for a surprise.
Arolte complaining about people who run from a fight. Oh, the irony ...
andreas, take the trolls elsewhere, please.
Arolte: I would like to see there be some form of being able to warp early, If the risk is high enough it would add another element of danger to the game. Assuming the jump ends up failing, the craft that attempted it could break apart and leave it's cargo in the sector it tried to jump from. Additionally, Jumping early or late could be much more dangerous, all they have to do is re-add the jump countdown timer. Set it to 8 seconds instead of 15 and remove all thruster imput while the countdown occurs. Now you have 8 seconds where you cant dodge, you loose speed if you were at max turbo, and you are locked on your prior course. This makes hanging around for combat a much more interesting option unless your enemy is way behind. Not only are you veunerable during that time, but the enemy can close and see where you went to.
Arolte: I would like to see there be some form of being able to warp early, If the risk is high enough it would add another element of danger to the game. Assuming the jump ends up failing, the craft that attempted it could break apart and leave it's cargo in the sector it tried to jump from. Additionally, Jumping early or late could be much more dangerous, all they have to do is re-add the jump countdown timer. Set it to 8 seconds instead of 15 and remove all thruster imput while the countdown occurs. Now you have 8 seconds where you cant dodge, you loose speed if you were at max turbo, and you are locked on your prior course. This makes hanging around for combat a much more interesting option unless your enemy is way behind. Not only are you veunerable during that time, but the enemy can close and see where you went to.
The risks itself is almost as bad as typing /explode to avoid getting killed by someone. I'm sorry, I just don't buy it. I think it would be a fun idea to see some consequences like that, but I don't think it'll have a dramatically negative impact on PvP combat. The last thing I want to see is the ability to make escaping much easier than it already is now.
This makes escape a harder proposition, Arolte. Imagine 8 more seconds for homers or you to reach the target or the risk of the warper exploding on contact with the WH.
actually, I just had an idea. Make the delay until you warp dependant on the distance you are from a large object. If you are 3k away, the jump countdown is 5 seconds, for every 200 meters less than 3k, add a second. this way at 1k from a large object it takes 15 seconds. This way you "can" jump right out of a station, but it takes 20 seconds to count down. In some sectors, or at the early stages of the game when all you have is the bus, this will make jumping faster. By the same token the longer delay makes a run for 3k much more desireable if you are being pursued.
I like that idea, spellcast. Though it would be nice with a slow visual effect on somone who is starting to jump, just to know when to let go of the screamers ;)