Bumping this as I forgot about it. He-he. I'm digging through my files again to try and find the mod I had, but when I looked last night I failed to find it. I'll keep looking today after work.
Does anyone else have anything to add? I'd like to try and get this going.
I support the Ageira jumpship Kaz annd Boss were making, but I'm under the professional (and biased:P) opinion that that such a drive wouldn't be implemented by the fleets for years after Ageira developed it.
Because we know damn well Ageira would develop it. :|
' Wrote:Does anyone else have anything to add? I'd like to try and get this going.
Commodities perish if you jump. I'd like to just say a wizard does it but you could probably blab about how the stress destroys them or something. It's just there to stop trade abuse though.
The expensive fuel idea is interesting, but would just keep factions powertrading more to fill up a jump bank. May as well just screw up commodities in the jump so you're not punishing people who aren't trying to abuse it for monetary gain.
As other people have said - yes, restricting it to only carriers begs for player docking - hell, the idea in general begs for playerdocking - but playerdocking and jumping would beg for all ships too big to dock on the carrier to have it too, otherwise fleets wouldn't be able to move together. If people feel all caps having Jump would be unbalanced or some such, perhaps a Carrier can jump all winged cap ships in its immediate vicinity with it, like a mothership?
On another important note, I can't see it as being very fun/meaningful if it's just there to be a random escape mechanism, nor will it be fun if a million restrictions are put on it to prevent theoretical abuse, in a fashion similar to banning guns from the server because Corsairs might go to New York and shoot someone with them. Adding to this sentiment, I think having a 6 hour cooldown might be a tad killjoyish.
How about giving it fairly long windup time, say two minutes or so, while stopping all guns and ability to nano/shieldbatt for that time - leave the actual shield online. Once the jump's done and you're winding down, have a little cooldown period before guns and repair comes back online, say thirty seconds or so. Keep the cooldown for jumping again meaningful but short - twenty, thirty minutes or so. It's not oppressive, but you can't just jump everywhere instead of flying.
If it's something people seriously want added I think we'd have to accept that it's not something you stick in and then think of ways to restrict so it doesn't get used a lot - this would be used very commonly, no two ways about it. Still, just like player docking, it sounds too good and fun to be adopted, but I'll hope for it anyway and give my sign of approval!
Sooooo, looks like "they" are at the Jump Drive thing again... >.>
Well, looks like I kept the model. Goooood.
Now, onto the technical things behind the way the drive itself would work. Here's Boss' list of ideas:
' Wrote:Restrictions:
-Can only jump to a system within three normal jumpgates/jumpholes
-Can only jump with a full powercore (To prevent jumping out of PvP)
-Takes a long time to activate the jump drive (About 60 seconds)
-After a jump, the powercore and thruster are zeroed
-Jump drive has a cooldown time of 120 seconds
-Jump arrival is at 30000,30000,30000 (30k up, east, and north of the center of a system)
I'm a fan of those ideas. Here's another two:
- Must have at least x units of H-Fuel and/or x units of MOX and/or x units of Deuterium on board to jump (units are used after jumping)
- Shields go to 0 after jumping ("Scotty, divert all power to the engines!")
Not only does this limit its abilities as a powertrader, it's also damn efficient at killing the warship capabilities. This makes the ship effectively a light trading vehicle used for RP purposes.
' Wrote:The time between jumps doesnt need to be hours.
It just needs to be one minute longer than the time it would take to fly in cruise from one end of the largest system to the other end (like Newcastle).
That would guarantee it would never be used for trading.
If this concept were combined with dockable carriers - it would a recipe for AWESOME.
I know this is old but I'd just like to point out that it could still be used in trade runs to bypass heavily Pirated systems. Traders can just wait around a base or planet until it recharges and then use jump, over and over to avoid pirates.
Also what about when a trader is in the process of BEING pirated, they can again just engage jump and be gone.
I think theres too many balance issues for a Jump-Drive to be available to all ships. Personally I would only give them to Cruisers and above.
Uh...gaiz? The Cruise Engines are jump drives. You'll notice that in Starlancer we're jumping around a single system (Sol). With Freelancer we cruise around systems in seconds - Jump and Cruise are the same thing (or equivalent). A true extasolar jump drive would probably have to be a warp drive or a wormhole generator jumpdrive. I mean, heck, the technology's been lying around for 800 years, there's got to be a reason (besides game design) it hasn't been used. It's dated, and it's been stretched to its limit.
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
What's the difference between a jumpgate and a normal cruise engine if they are both..the same?
The Osiris was unique in that it had a prototype 'jump engine', allowing it to jump from system to system, just like in a jumpgate.
Considering that you travel huge distances in a jumpgate in less than 10 seconds ingame, ships can barely hope to scratch at that with their cruise engines.
I would say that the current cruise engines are at the peak of their current design and that the Osiris 'jump engine' was actually the result of people wanting to get places faster, which it allows for.