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Notice: Experimental changes to Jump Drives - rev 1

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Notice: Experimental changes to Jump Drives - rev 1
Offline sindroms
10-12-2017, 09:10 AM,
#1
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

Good day, peeps and peepers.

As you already saw from the patchnotes, jump drives are receiving some love. The purpose of this change is to promote their original intended use as an offensive weapon. While some members will be sad to hear that the last list of changes to Jump Drives have resulted in a gradual removal of trade application starting from barges, then to 5kers and later - to the 4 system rule, we hope that if the changes do come into effect, there might be alternative applications to this on a later date.

Below are the first slew of changes implemented by yesterday's patch.
Please note that all numbers are -not- final by any means and they will be tweaked and fine-tuned depending on the upcoming testing period. Or fully rerolled.

0. JumpDrive jump range removed.

The first and largest step forward is the removal of the 4 system jump limitation. Jumpdrives are now capable of jumping to any system, granted you have fuel. It should be noted that IDs with ship-ZOI limitations are still bound by their lines in the case where their ships aren't allowed to enter systems with gates, for example.



1. JumpDrives of all kinds have had their volume removed.

Another large step forward for the remodeling of the system is the full removal of cargo space taken up by the device, which has caused so many issues in the past. Not only ships using this device were often caught off without the ability to remove the device unless using a POB, but also had to choose between this and their armor upgrade of preference.
With this revision, the device is less restrictive.



2. JumpDrives have switched to ammo use, rather than commodity-fuel.

The second most important factor was that different ships had different cargo capabilities and fuel used for such high tech gadgets were, for some reason, the same as used in ship reactors. This has been replaced with the items using, for now, Cloaking Batteries and in the upcoming future it will be given a separate type of ammo-based fuel with a different price per unit as to discourage players from using their newly freed up cargo space for battleship-jump-trading as well as a minor moneysink.



3. JumpDrives of all kinds are intended for two jumps per full charge.

In order to encourage offensive usage, all jumpdrives are now capable to make two jumps per full charge. This also includes the 4 series jumpdrive which is now capable of jumping other players more comfortably due to its increased jump bubble of 1000 meters.
The charge time for all drives, except for the IV Series, have remained the same. The IV series now takes roughly 3,5min.



4. The CIVILIAN EXPLORER now comes with an internal Hyperspace Coordinate Scanner which will hopefully reflect the ship's name. (inactive)

The update has added another version of the Hyperspace Coordinate Scanner which, unlike its POB counterparts, is a default internal component for the "Corvo" Civilian Explorer. While free, the scanner is terribly inaccurate compared to its more expensive counterparts and the scanning time will allow you to indulge in your favorite book of choice.

EDIT: The ship requires a unique internal component to act as the jumpdrive. Currently the ship package does not contain it and the feature is turned off.



5. "Skyhook" Drive - (not yet implemented)

With the rather amusing results gathered from the Nomad Jump Drive test, the idea of an offensive jumpdrive to pick off and relocate enemy ships is now a reality. Unlike other JDs, the Skyhook will feature a different kind of fuel cell, needing only one unit in your cargohold, reusable, but being worth around 10-20million credits. The skyhook drive would be quick to charge and would have an extended jump bubble of 2-3k, and would be used offensively on battleships.

However, this version of the drive requires a modification to the Jump plugin which would prevent its use with no coordinates entered. For now, this version of the drive is considered WIP.



6. Future ideas - Integrated capabilities

Looking forward at what can be done with the plugin, there are ideas of implementing free internal jump capabilities to Carriers in order to provide some sort of compensation for the lack of docking modules. Overall, the idea of providing internal capabilities for cloaking, cloak disrupting, scanning, jumping and other for certain ships with certain ID combos, that'd be like the Corvo - a lesser version of their POB counterparts.
Whether or not this will prove to be a good idea to do - will be brought up for discussion on a later occasion.




The WIP list for now is direct enough:

*Add sellpoints for the jumpdrive ammo commodity.
*Add the nomad jumpdrive variant along with the plugin option of disabling blindjump for certain jumpdrives.








This thread serves as both feedback of their current use as well as an idea box for future changes.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Sombs
10-12-2017, 09:16 AM,
#2
Three orange cats in a mech
Posts: 6,807
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Joined: Feb 2014

I'm really, really glad blind jumps won't be removed fully. That would have destroyed the work of weeks by right now.




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Offline E X O D I T E
10-12-2017, 09:28 AM,
#3
Banned
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Suggestion: Rename Cloak Batteries to "Advanced Equipment Batteries", on account of them being used as the catch-all item to be consumed for POB equipment getting reworked now.

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Offline Shiki
10-12-2017, 09:29 AM, (This post was last modified: 10-12-2017, 09:29 AM by Shiki.)
#4
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Posts: 2,754
Threads: 121
Joined: May 2015

Changes look good, maybe jump drives will be more in use now.

Are there any plans on fixing docking modules by the way?

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Offline sindroms
10-12-2017, 09:35 AM,
#5
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

No rename is needed due to them getting a custom ammo name anyway.
As for docking modules - no answer there. In the end we may simply allow players to sell them off to a admin POB in connecticut or somesuch.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Goldberg
10-12-2017, 09:47 AM, (This post was last modified: 10-12-2017, 09:52 AM by Goldberg.)
#6
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Posts: 646
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So, I can only jump with Gunboats, cruiser, BS's, Carrier and freighter? (Because mid and large transports got removed from the jump list)

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Offline Sombs
10-12-2017, 09:52 AM,
#7
Three orange cats in a mech
Posts: 6,807
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Joined: Feb 2014

There is a difference between jumping and snatching. Jump Drives still need a certain power core to work, which means only Battlecruisers, Carriers and Battleships can use them. However, they can 'snatch' any ship that isn't a transport/liner/train, meaning snubs, gunboats, cruisers, battleships, freighters and yo mama.




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Offline WesternPeregrine
10-12-2017, 10:11 AM,
#8
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Posts: 2,311
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Joined: Oct 2013

There exist light transports in game, that are not freighters.

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Offline JorgeRyan
10-12-2017, 10:20 AM,
#9
The Brotherhood
Posts: 1,105
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Joined: Jul 2016

(10-12-2017, 12:46 AM)Exodite Asmodai Wrote: No.

You can't even Jump Gulls (1k Transport) anymore with a JD Mk IV

@Praxor23 and I just tested it.
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Offline sasapinjic
10-12-2017, 10:47 AM,
#10
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

Thise changes for jump drive looks promising.
BTW, any plans for jump drive to not be disrupted by CD, or to be possible to disrupt only by certain kind of CD?
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