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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Just a sugestion about Jump Drives

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Just a sugestion about Jump Drives
Offline Darku
11-21-2015, 08:25 AM,
#21
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Delete JD + Cloak too

(11-10-2017, 04:28 PM)sindroms Wrote:
Just smoke and fly.
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Offline Lythrilux
11-21-2015, 08:43 AM,
#22
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(11-21-2015, 04:40 AM)Hidamari Wrote: for what reason do you have to keep jumpdrives in the mod when it is blatantly obvious they are harmful to the game.

I agree with this completely. They're not healthy for the mod and it's evident the community does not want them around. Yet the devs desperately tty to keep them in game. Thank god the staff nerfed jump training (Although it took two attempts to get it right). Garrett had the right idea that they should just be deleted though.

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Offline Titan*
11-21-2015, 09:30 AM, (This post was last modified: 11-21-2015, 09:31 AM by Titan*.)
#23
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Nerf cloak before jumpdrives

Maybe add weapon activation time after ship decloaks

And disable weapons when a player charging the jumpdrive
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Offline Shinju
11-21-2015, 09:33 AM,
#24
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(11-21-2015, 09:30 AM)Titan Wrote: Nerf cloak before jumpdrives

Maybe add weapon activation time after ship decloaks

And disable weapons when a player charging the jumpdrive

Make cloaks and JD's dependant on energy like Cruise Engine does.

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Offline Epo
11-21-2015, 09:55 AM, (This post was last modified: 11-21-2015, 09:57 AM by Epo.)
#25
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(11-21-2015, 09:33 AM)Shinju Wrote:
(11-21-2015, 09:30 AM)Titan Wrote: Nerf cloak before jumpdrives

Maybe add weapon activation time after ship decloaks

And disable weapons when a player charging the jumpdrive

Make cloaks and JD's dependant on energy like Cruise Engine does.

Then it will become pretty useless, just some simple CDs or JD/CD disruptors and your whole energy is gone, you can't shoot ==> you can't dwefend yourself ==> you're a free blue, otherwise if you can either thrust away, or you're good at manuvering

Or just make both things SRPable, so they won't be that common and annoying
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Offline Titan*
11-21-2015, 10:03 AM, (This post was last modified: 11-21-2015, 10:03 AM by Titan*.)
#26
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(11-21-2015, 09:55 AM)OCV-(M)E(ow)pona Wrote:
(11-21-2015, 09:33 AM)Shinju Wrote:
(11-21-2015, 09:30 AM)Titan Wrote: Nerf cloak before jumpdrives

Maybe add weapon activation time after ship decloaks

And disable weapons when a player charging the jumpdrive

Make cloaks and JD's dependant on energy like Cruise Engine does.

Then it will become pretty useless, just some simple CDs or JD/CD disruptors and your whole energy is gone, you can't shoot ==> you can't dwefend yourself ==> you're a free blue, otherwise if you can either thrust away, or you're good at manuvering

Or just make both things SRPable, so they won't be that common and annoying

Cloak is the one that needs nerf, uncloaking on someone with full energy is insta kill. There is no chance to run, Jumpdrive is the only way to survive against those cloaker.


I think Jumpdrives shouldn't allow you to jump another system but 5k away from the hostile fleet.

(11-21-2015, 09:55 AM)OCV-(M)E(ow)pona Wrote: Or just make both things SRPable, so they won't be that common and annoying

nice idea though
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Offline Tabris
11-21-2015, 10:10 AM,
#27
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Indeed, while cloaked you'd want to reduce your power readings to avoid being detected by sensitive sensors (at least in theory), so draining the core to 10 if not 0-ing it out would be desirable. And Jumpdrives however are functioning as intended, a Jump-Drive is MEANT to take you far distances so it should be left alone. If folks still have a problem with it add acoulpe more minutes to it's charge time to allow attackers a fighting chance to take her down.
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Offline Haste
11-21-2015, 01:21 PM,
#28
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(11-21-2015, 04:40 AM)Hidamari Wrote: for what reason do you have to keep jumpdrives in the mod when it is blatantly obvious they are harmful to the game.

For what reason do you believe that properly designed Jumpdrives (and cloaks, for that matter, although those are harder to pull of correctly) that allow players to quickly move to activity hubs yet don't offer a free get-out-of-jail card would be
(11-21-2015, 04:40 AM)Hidamari Wrote: harmful to the game.

?

Legitimate question. Although you're Dii, so you're gonna say something along the lines of "xd currently JDs are awful and discourage fights so they can never be different duh look at the mod's dwindling population that's clearly caused by jumpdrives, cloaks and PoBs".
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Online Kauket
11-21-2015, 01:46 PM,
#29
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Cloaks are something that can be stopped - and be detected. Jump Drives cannot be stopped.

Something cloaked near you? Don't keep still. Additionally, use a Cloak Disruptor. Something has a cloak? CD it when the shield is off/or if you see the battery count go down.


There isn't anything much wrong with Cloaks - it's just up to the player to be competent and aware of their environment.

The only thing that needs changing is the Jump Drive - it's just ridiculous. It would have been nice if Jump Drives actually jumped in a fleet, rather than some cap that goes, "lol time to restock" and jumps out, then in again. Can't there just be a Jump Drive cooldown of 5 minutes/10 minutes or something?

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Offline Arbs
11-21-2015, 01:50 PM, (This post was last modified: 11-21-2015, 01:51 PM by Arbs.)
#30
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An easy way to solve that is Jumping out of a fight means pvp death. As simple as that.

Perhaps in the future, depending wether we get JD disruptors we might have a way to stop them too.

But for now making them count as a pvp death sounds like a good solution, to me at least.


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