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1337PWN3
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Posted - 2005.06.04 21:15:00 -
[1]
jumplanes
jumplane is a connection of several player-owned jumpgates ahcnored on POSes so you cycle thru (or fly strait thru a link of ) allied poses instead of using bm's still chockepoints remain chockepoints
And in >0.4 (or >=0.5) why don't make autopilot jump automatically 5km away, instead of 15?
Anyone likes the idea? 
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pshepherd
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Posted - 2005.06.04 22:29:00 -
[2]
in empire space the rules should be the same as 0.0 
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1337PWN3
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Posted - 2005.06.05 12:55:00 -
[3]
Edited by: 1337PWN3 on 05/06/2005 13:00:25 whatever... the main idea is to provide player-orginized routes in 0.0 space by using poses
and that suggests nothing on what to do with current bms... maybe just leave them alone and let players focus on killing enemy poses and rendering them useless rather than patrolling hundrends of systems using bms
or maybe nerf them to be unprecise...
my idea is merely to compensate for any nerf with gruop player-oriented activity rather than making new skills that would compensate for bms
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Drizit
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Posted - 2005.06.05 19:18:00 -
[4]
Edited by: Drizit on 05/06/2005 19:20:44 Stupid Forum posted it twice.
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Drizit
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Posted - 2005.06.05 19:20:00 -
[5]
Edited by: Drizit on 05/06/2005 19:21:03 If you can't use a BM, you need to replace it with something that will be easy on the server. Unless that happens, players will surely devise another method of instas that may cause even more lag and/or usage of disk space and the server will suffer again, (so will players as a result).
I disagree with the POS idea, everyone needs to use the method since long distance travel is hard with a slow ship like an Indy or even a BC or BS. The diference for a 16 jump haul is about 10 gates if you compare instas with standard methods in equally matched Indy's with no speed enhancement. This equates to around 20 minutes of travel time. This is evident no matter wher you are, Empire or 0.0, it's just more necessary in 0.0 due to gate campers as well as time.
When people haul large cargo capacities around, sometimes they cannot afford to lose space by installing a injector, I have even had to further reduce my speed by installing expanders. An indy at 120 is bad, but at 70, it is horrendous so I thank god for my BM's. Most noobs don't travel more than 12 jumps or so due to the amount of time it takes.
A warp module that lowers the distance to 10km would be better since a frig or shuttle can move fast enough to make it unnecessary, the power requirements could ensure that a frig can't use it. With this, you could have a skill that gives a bonus of 1km for each level, therefore lvl 5 would then make it 5km. It doesn't bring you down to the insta but close enough to make LD travel a bit less tedious. It also gives more of a chance around gates where campers sit, you only have about 2.5km to travel before you can jump.
Anyone with any sense would make it one of the first things to train as a rookie. By the time you have your first big ship that can take the module, you will probably have only 6 or 7km to travel for jumps. It can make a big difference between whether you go to certain places or not.
I remember that I made decisions about whether I really wanted equipment based on how far I had to travel to get it. More than 15 jumps Forget it
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