(05-09-2016, 01:14 PM)Cheetah Wrote: Even if we assume the docking modules as something that will never work because of lazy staff, then Carriers might be given a second life if we rework the current Jumpdrive limitations and "price" (in terms of construction cost/power/fuel usage). So, why the Jumpers were so heavily nerfed? Because everyone was powertrading, loading a fleet of 5kers and then jumping directly to sellpoint, thus leading to easy superprofits and killing piracy in process. In answer, we got and ugly fix which castrated the Jumpdrives to 4 systems and 3600 cargo.
Instead of it, the JD rebalance could be done in a much better way. Every ship gets a "hyperspace weight" (or real weight, also leading to cruisers not being flipped by NPC fighters) depending on class, armor points and maybe gun count. Each commodity also gets a hyperspace weight parameter. Each Jumpdrive also gets a maximum distance + maximum transportable weight limit. Then, when inputting coordinates, jump plugin looks for how far the jump point is (in number of systems), then counts total transported mass of ship plus cargo (for JD4 — all ships plus cargoes in range), and outputs the fuel mass required to jump. If calculated weight goes over the maximum weight limit, then jump range gets drastically reduced. In result, if you want to move a lone destroyer with JD2 across 5 systems — it's cheap, and internal cargo hold might be enough for fuel requirement. If you want to move it across 7 systems — fuel requirement is 50% more. A battleship is out of mass limit for JD2, and requires JD3. If you want to move a Carrier with pack of fighters/bombers across 5-6 systems — okay, bring a 3.5ker of fuel for this. Want to move a fleet of 5kers? No problem, just be sure to bring, say, 50 000 units of fuel.
In question of this thread, the Carriers in this weighted system will have an advantage over Battleship by having considerably less jump weight and thus either allowing to bring more ships, jump farther or use less fuel (thus simplifying logistics). By the way, the above-explained rebalance perfectly fits the roleplay environment, unlike most balance-team decisions.
or..
1.just remove fuel usage for jd1-3
2.make it uses cloak ammo like..300 or 500 per jump
Good and already proposed idea , still waiting for implementation !