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EscapeJump Device - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: EscapeJump Device (/showthread.php?tid=137036) Pages:
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RE: EscapeJump Device - Alley - 03-14-2016 There is literally no use for something like this in 99% of gameplay scenarios. RE: EscapeJump Device - sasapinjic - 03-20-2016 (03-14-2016, 08:08 PM)Alley Wrote: There is literally no use for something like this in 99% of gameplay scenarios. ^ Actually , under specific seatings , it will be pretty useful , to cut really long cruise Voyages , like for example for smugglers when they cruise over 100 K from Texas/California to California-Cortez JH . Lets say it gives you 50% more cruise speed , it takes no space in cargo and it uses some kind of batteries , and once engaged , you cant alter course (so if you don't plan your course precisely , you will bump in one of many asteroids there , and just loosing time instead of faster travel ) , but is set to have charge time of 30 seconds , and you must charge while not moving , that is to much time to be of any use when trying to flee from combat , but still very useful for smuggler who wants to pass system in shorter time , but law player can still easy stop you with CD if they see you in range . Also it can be a message like one with jump drive , "attention , *smuggler usage name* charging enhanced cruise drive" , so that cant be surprise escaping during RP . BTW , i don't have any smuggler ship , in fact i frequently chasing them , and i don't have any objection of smugglers having this option ! It can also be useful for any ship that has to cruise looong way ! RE: EscapeJump Device - Epo - 03-20-2016 Not sure if simple 20k (or more) forward jump isn't better. Just after some time of loading, which can be CD'ed. RE: EscapeJump Device - The Savage - 03-20-2016 I'd like to see jumpdrives from Starlancer implemented into Freelancer, preferably mountable onto CM slot. Remember these devices had very limited range. Edit: I'm thinking about in-system jumpdrives, working rather like thruster rendering them quite useless in asteroid/scrap fields. RE: EscapeJump Device - Epo - 03-20-2016 (03-20-2016, 10:48 AM)Toris Wrote: I'd like to see jumpdrives from Starlancer implemented into Freelancer, preferably mountable onto CM slot. Remember these devices had very limited range. Yep, those in-system ones would be awesome for capitals to scale them up and make unable to travel via TLs But it was told that It's hard to develop this thingy
RE: EscapeJump Device - The Savage - 03-20-2016 There's one possibility: Activated, it would drain energy and shield and push player 1000K/s speed for ten seconds - after that, returning to nominal speed. Yes, I pressume that it would be used alongside with EK, but once EK would be activated - no changes to trajectory would be possible as well and hitting asteroid or any other object would be very fatal to ship (remember, no energy and no shield). RE: EscapeJump Device - Hannibal - 03-20-2016 (03-20-2016, 10:20 AM)sasapinjic Wrote:(03-14-2016, 08:08 PM)Alley Wrote: There is literally no use for something like this in 99% of gameplay scenarios. How would you compensate for the increase c/s profit by introducing this device and how would you catch smugglers and traders when you basically decrease the time they are in a system by taking random routes(or beaming there after 30s)to avoid all interaction? at least with jumpdrives you have a cost to run them and therefor force traders to use only a couple of rutes in which they can be easily catch by docking ships nearby the landing place or jump in the same spot as them(this also requires you to use some brain matter in order to make it profitable,which in my time here very few succeeded but instead always made a loss in c/s,but they did it anyways to avoid pirates) RE: EscapeJump Device - sasapinjic - 03-21-2016 (03-20-2016, 11:35 AM)Hannibal Wrote: how would you catch smugglers and traders when you basically decrease the time they are in a system by taking random routes(or beaming there after 30s)to avoid all interaction?^ same way is used now , camp near trade lines/jump holes/jump gates , solo or in groups . Victim will still be equally helpless to do anything , except pay , drop cargo or die , this device will still not help him . (03-20-2016, 11:35 AM)Hannibal Wrote: How would you compensate for the increase c/s profit by introducing this deviceBatteries need for device to work would be expensive . Lets say you need 200 Batteries for one cruise engage (maximum 1000 in cargo like all others ) , and 200 batteries will cost 500.000 , so if trader/smuggler wants to reduce his profit he can , or he can fly longer for bigger profit . RE: EscapeJump Device - HuggieSunrise - 03-21-2016 cool idea wrong game. |