
Fire Chests
|
Posted - 2011.03.05 14:35:00 -
[1]
Originally by: Marchocias Edited by: Marchocias on 04/03/2011 22:10:32
Originally by: Sig Sour
Originally by: Val'Dore Actually, it could very well increase the frequency and quality of pvp engagements if done correctly.
Please, illustrate?
Visit that other thread - there is definately some more detailed discussion on this kind of thing.
Essentially "done right" to me would mean:
- leaving gates as they are,
- re-allowing travel into deep space within systems,
- introduce hyperdrives (only for non-capital ships) which are able to travel approximately 1/5 of the speed than equivalent journeys via stargates
- have the drives require fuel,
- making session change occur as your closest system changes,
- and adding the ability to scan nearby moving hyperdrive signitures,
- and adding the ability to plot an intercept course for the signiture, provided your ship is fast enough, with the proximity of the intercepting ship automatically "destabilising" the hyperdrive and dropping the target out of warp
- have concord operate services at shorter ranges as security decreases in hisec, making deep space outside the radius effectively losec... some 1.0, 0.9 systems might have ranges which overlap, others will be islands, thus you might get caught by pirates between systems
new deep-space pve content, which also spawns new stars and celestial objects on grids in deep space, all tied into the exploration and escalation system
There are still a few massive problems that need to be ironed out of course.
- remove gates - make possible jump within systems - require fuel (race based) to jump within systems (jump drive conservation skill) fuel is used by the ship, dont need put it anywhere like on jumpbridges - drive will be by default on each ship (dont need to be fitted, except capitals which need jump with the actual cyno system) - fuel bay for all - require capacitor to jump (jump drive operation skill) - require ly range to jump (jump drive calibration skill) - each ship will have its maximum jump range - the jump between systems will not be like a warp, will be like a jump with wormhole effect like when capital jump / or jumpbridge effect... so session change as usual - 30 seconds delay for cloaking before jump - Jumping process (hole effect opening) it has a time (remembering that on actual gate system we need warp to gates on each system, so this time need be represented in this new feature) (this time to rejump can be skill based) - when opening a new hole to jump, your hole is shown on overview for everyone in system can warp to it

|