(03-20-2018, 10:23 PM)Laz Wrote: I think that adds needless detail into the mix. For example, will you do it on a one jump basis or a two jump basis? The cost is so minute that there is just no point. Example?
Lets say you are using a JDMK4. This requires 450 bats per jump. Autobuy will give us 900 for two jumps. After this, we add the padding which lets say, is 25. Times it by two, and we get 50. 950 Bats the amount autobuy will give us. In the rare event that we don't manage to get back to a base where we can pick up more / sell what we got - we have saved 500,000 credits through this method. (and sacrificed a longer buffer time as a result).
Personally, I prefer to have more jump bats than less. If you are jumping in packs, like me and my mates often do, then those extra 10s, 20s, what have you, stack up and make a difference. While the cost is so minimal most people wont bat an eye lid, the time is a much more valuable commodity, at least in my opinion.
(03-20-2018, 10:06 PM)Skorak Wrote: I mean if it's no big deal... enabling and disabling jump batteries and for nomads maybe their jump cell that'd be good. Since these are very expensive.
The settings I gave you don't include Nomads.
Alright, that's a fair point of view. So what about a new option.
Code:
/autobuy jump on
This will buy you a specially padded value for a single jump.
Code:
/autobuy jump on full
Or some variation of the word 'full' - This will simply max you out with batts.
Or should we have it where a player can SPECIFY how many he wants?
Code:
/autobuy jump on 1500
Buying the amount that the player specifies. (Rejecting them if they try to specify more than they can hold)
This is FLHook. We can afford to give people options. It simply depends on what people want before implementation.