• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum Discovery Unofficial Development
« Previous 1 2 3 4 5 Next »
" Quantum Field Batteries " - Ammo for Cloak/JD's/Survey Modules

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 0 / 2,000,000
LSF Arms Shipments - 0 / 2,000,000
LSF Munition Shipments - 0 / 2,000,000
Dragon Bounties - 0 / 10,000
KOI Bounties - 0 / 10,000
LSF Bounties - 0 / 10,000
Samura Bounties - 0 / 10,000

Latest activity

" Quantum Field Batteries " - Ammo for Cloak/JD's/Survey Modules
Offline Blackvertigo1
05-24-2017, 09:15 PM,
#1
Member
Posts: 679
Threads: 40
Joined: Jun 2008

Ok, I had another idea.


Quantum-field batteries as ammo replacement for cloak batteries (both kinds).

REMEMBER, this is AMMO.

CONSTANT MAX FOR ALL SHIPS: 1500

Fighter/Bomber/Freighter:
- Cloak drain: 1 unit
- Jump Drive burst drain: 250
- Survey Module drain: 50

Gunboat/Destroyers/Cruisers:
- Cloak drain: 3
- Jump Drive burst drain: 300
- Survey Module drain: 100

Battleships/Carriers/Transports:
- Cloak drain: 6
- Jump Drive burst drain: 750
- Survey Module drain: 200



Also, another idea for specifically for Jump Drivers.... Combine JD's and Survey modules together as one 'warp core' to do the following scenario:


You have a gunboat equipped with a cloak, some cap armor, and a 'jump core' aka Warp Core. And say you want to jump from somewhere in Omicrons to say... Kusari? You take your NavMap and USE a single Waypoint on somewhere in Kusari... say you want to jump 4k from Planet New Tokyo.

And then the daunting question crops up... how far 'up' or 'down' do you want to go? Based on the all the objects in space into a formula based on the
mass of each object's "pull". So as your about to jump you are prompted with a " COMFIRM JUMP " command and a " PLACE VECTOR Z (+up/-down) " upon jumping.


Bingo. You are now safely in Kusari space and the alert on your presence coming out of nowhere.





Also... you could "Chainjump" with the Waypoints (if you have enough fuel) to target 1, 2, 3, 4, etc.. in chronological order to reach your destination on longer runs.



Transport balance: You cannot have more MASS OF JUMPDRIVE AMMO (for example; MAX IS 1500).


Heavy quantum batteries are possible if needed, just follow the same approach but with extreme scrutiny for Transports only. Like if you've got
5.000.000 worth of credits profitable gain, only 40% - 65% using Jump Drives in this matter will remain. For fair balance and avoiding metartrading/powertrading. Also add warmup and cooldown times to it if feels appropriate.


Regards, Blackvertigo1

"The path to hell is paved with good intentions."


Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0

"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."
Reply  


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode