So, I was thinking of ways of making nomads scarier, without causing the problems found with Nomad cloaks and then it hit me.
What if we had Nomad jump drives?
These won't work in the same way as nomad cloaks. Oh no.
The key difference with these is that they require a nomad derelict artifact to get them working. Kind of like how wilde cloaks need a nomad power cell to function.
It'd be pretty darn scary to be minding your own business, only to suddenly get pulled into omicron iota by a Nomad for tentacle probing.
...though, I must say that it'd be nice to have these balanced so that they're not used to run away all the time.
That would be pretty scary...maybe make it use up the artifact when it jumps? That would be very costly...maybe a bit to costly :|
Maybe make it so they can't shoot when it's charging (not sure why they all aren't that way )
IT DOESN'T MATTER WHAT I SAID, IT MATTERS WHAT I MEANT!!!!
Hello everybody. This thread is old, but I have an idea.
So, I think everybody remember last minutes of Freelancer campaign.
-My Idea is, Nomads won't have any ship-based jump drives like humans. Dur-Shurrikun should be used as hypergate like in campaign, but It will not tear it apart.
-Fuel for it would be one nomad power cell. Activation would consume it (4 000 000 for jump) Only players able to activate this would be K'Hara (Indie Nomads can't leave Omicrons). Activation would be similar to human JDs with some differences.
-Differences? If ship want to dock into Dur-Shurrikun, It would dock to entrance gate (Dur-Shurrikun docking ring) or city itself like allways. If ship want to activate hypergate, it would come to some range (<3k would be fine) click to station and then /charge (/setcoords before or during charging) This will consume power cell and take two minutes to activate gate. Then, like in campaign, wormhole would be created above the city. It will last for one minute. Ship wishing do jump will dock to wormhole like to usual jump hole. Ships with all IDs (If not violating ZoI restrictions...) would be able to dock to wormhole.
-Ship activating the gate would be able to move within range. If ship leave range, jump would fail. Shields would stay active
-Invalid coords or no coords will result in blind jump (creating a wormhole to random system, like with unprepared Dyson city in campaign) Coordinates must be surveyed.
Discuss, agrre or disagree my idea
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(06-01-2014, 10:40 AM)Absinthe Wrote: -Differences? If ship want to dock into Dur-Shurrikun, It would dock to entrance gate (Dur-Shurrikun docking ring) or city itself like allways. If ship want to activate hypergate, it would come to some range (<3k would be fine) click to station and then /charge (/setcoords before or during charging) This will consume power cell and take two minutes to activate gate. Then, like in campaign, wormhole would be created above the city. It will last for one minute. Ship wishing do jump will dock to wormhole like to usual jump hole. Ships with all IDs (If not violating ZoI restrictions...) would be able to dock to wormhole.
-Ship activating the gate would be able to move within range. If ship leave range, jump would fail. Shields would stay active
-Invalid coords or no coords will result in blind jump (creating a wormhole to random system, like with unprepared Dyson city in campaign) Coordinates must be surveyed.
Is it possible ?? The cinematic view you just wrote ??
(06-01-2014, 10:40 AM)Absinthe Wrote: Hello everybody. This thread is old, but I have an idea.
So, I think everybody remember last minutes of Freelancer campaign.
-My Idea is, Nomads won't have any ship-based jump drives like humans. Dur-Shurrikun should be used as hypergate like in campaign, but It will not tear it apart.
-Fuel for it would be one nomad power cell. Activation would consume it (4 000 000 for jump) Only players able to activate this would be K'Hara (Indie Nomads can't leave Omicrons). Activation would be similar to human JDs with some differences.
-Differences? If ship want to dock into Dur-Shurrikun, It would dock to entrance gate (Dur-Shurrikun docking ring) or city itself like allways. If ship want to activate hypergate, it would come to some range (<3k would be fine) click to station and then /charge (/setcoords before or during charging) This will consume power cell and take two minutes to activate gate. Then, like in campaign, wormhole would be created above the city. It will last for one minute. Ship wishing do jump will dock to wormhole like to usual jump hole. Ships with all IDs (If not violating ZoI restrictions...) would be able to dock to wormhole.
-Ship activating the gate would be able to move within range. If ship leave range, jump would fail. Shields would stay active
-Invalid coords or no coords will result in blind jump (creating a wormhole to random system, like with unprepared Dyson city in campaign) Coordinates must be surveyed.
Discuss, agrre or disagree my idea
I don't think that it can be easily implemented. but it will be awesome!
I'd rather have the nomad ships get a very large boost to cruise speed rather than jumping capabilities.
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-My idea have disadvantage. It is ONE-WAY jump without possibility of jump back. This might be reason why Nomad fleet from campaign, eaten by unstable jumphole never returned from site they were spawned.
---It would be something like "cloak balance"
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-Human snub cloak is active 3 second after /cloak and sonsumes fuel
-Same proccedure takes 30 second to Nomad snub which can be cloaked as long as it wishes.)
--Don't know if it is balanced well, but I like it.
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-Human can jump only with battleship, consuming fuel
-K'Hara would be able to jump with every ship alone. Or with large fleet paying terrible price for it and without chance to return in same way.
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