' Wrote:A carrier is barely enough space for something like this.
Look at the size of the Jumpgates.
It's exactly the same technololgy.
Granted, it would be streamlined for ship use, but still. Only the biggest ships could mount it.
Note: IMHO, as Ageira High up.
And that would be one major reason for having a 'dockable' carrier - and having carriers only with defensive guns and perhaps cruise missiles like modern Navy carriers.
I love how everyone is saying that this tech shouldnt exist for fleet ships -_-
Guys, in Vanilla FL, all house battleships used jump drives because they were too big to use Ageira's jumpgates efficiently. Every single house battleship has a limited distance jump drive, and it's safe to assume that even non house battleships are using them.
' Wrote: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.
Thoughts?
Why do you want to kill the warship capabilities of a warship? I can't see people using Carriers just as 'light trading vehicles for RP purposes' and that alone.
It'd be nice if it wasn't locked into being the same co-ordinates every time, too, the idea on having to map out co-ordinates to jump properly looked nice and being able to actually jump to where you want to instead of to an arbitrary point would obviously be a lot more convenient than going to 30k,30k,30k everytime.
Restricting this to Carrier class vessels and higher, giving it high cooldown time, and combining this with dockable vessels would be, to say the least, -awesome-
I should like to be able to specify the coords though.
Not sure how hard it would be to implement, but instead of a jump drive, how about making a new class of ship that can generate a temporary, unstable jump hole? You can specify generally where you'd want it to come out, but it would be randomized (maybe within 20k or so) as to exactly where it would come out.
Since it would be an unstable one, you couldn't go through in formation, and maybe make each ship wait 3-5 secs after the one before.
For temporary, make it last for maybe 2 minutes, and have a limitation that the jump creator can't go through. That way, when you're ready to go back, it has to create a new jump hole, and then you have to find it. That would lend some stress to raids performed in this manner. If you could have a random timer on how long it lasts, say 30-120 seconds, that would be even better. Half your ships are through, reporting a pitched battle, and the hole just closes on you.
Also make it so that once a hole has been generated, no new ones can be generated in the ending system for, say, 5 minutes. Better than a timer on a ship, since a rich enough force could have 2 or 3 ships to circumvent that. If you know you can only create one hole every 5 minutes, you're gonna be a lot quicker about using it while it's there. Also would prevent a force from using two different systems for an attack. Nothing against spending however long it takes to insert separate forces, then coordinating the attack. Wouldn't help if you wanted to retreat, though.
Also set a limit as to how far (on the Sirius map) it can go, maybe 3 squares, to prevent someone raiding, say Gallia from the Omegas.
Just my two cents, feel free to tear it up however you can.
' Wrote:I should like to be able to specify the coords though.
Doing this eliminates the penalty for jumping long distances (I.E. Jumping into a planet, sun, ect).
' Wrote:Not sure how hard it would be to implement, but instead of a jump drive, how about making a new class of ship that can generate a temporary, unstable jump hole? You can specify generally where you'd want it to come out, but it would be randomized (maybe within 20k or so) as to exactly where it would come out.
I don't think that's possible. Making a jumphole requires new information to be added to the ini's, which can't be re-written while the server is active, and would require an update on the client end.
' Wrote:Also set a limit as to how far (on the Sirius map) it can go, maybe 3 squares, to prevent someone raiding, say Gallia from the Omegas.
If you read the entire post, you'd see that there is a limit of 5 Sirius squares per jump, the longer the jump, the higher risk of blowing up, jumping into a sun or planet, or taking extreme damage...like losing all your equipment...
If this is implemented, a jump drive should sacrifice your shield and all batteries. And if it was a piece of equipment, it should be considered contraband as it uses Nomad technology. Exceptions for researchers and such:)
' Wrote:Doing this eliminates the penalty for jumping long distances (I.E. Jumping into a planet, sun, ect).
If you would be so kind, I wouldn't mind hearing a description of what train of thought suggests a risk of jumping into a planet or sun and insta-dying is fun in any way.
That way people don't abuse it. It's a last ditch effort to jump long distances away from a target. That way people don't go, "OH MAN, I'M BEING CHASED BY A NOMAD. LOLOL I'LL JUST JUMP FIVE SYSTEMS AWAY AND THEY CAN'T GET ME!!" In this case, if they do that, more than likely...