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Kenn
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Posted - 2005.08.25 15:55:00 -
[1]
Edited by: Kenn on 25/08/2005 15:56:53 I read up on the Dreadnaughts and how Jump Drives are going to work. I would like a to make a suggestion. Currently Jump Drives require a second pilot to take a guide ship into a system and broadcast a beacon that the jumping ship can use to enter the system. The ranges of the jump capability were not made clear at the time. The ship doing the broad casting would be extremely noticeable and vulnerable to attack thus making such jumps for attacking purposes difficult with out a large fleet to back it up.Where Dreadnaughts are concerned andthe game balance is invloved I am arguing neither for or against it. The Dreadnaught was designed with a purpose in mind and so I will leave that issue alone. It is the Jump drive I am concerned with only.
The problem with the current set up is it takes away from the concept of a jump drive. Many here are Sci Fi Fans who have read a lot of the genre and Jump Drives were these devices that could take a traveler to far off distant places in a flash or the very least in a fraction of the "normal" travel time. Depending on the story there were or weren't limits on the distances. In game terms it takes away from the excitement as a player to jump to starsystems not previously visited. It also torpedos the benefit of the drives themselves which is to have independance from the star gates. To go to that system wayy out in 0.0 space you need to send a pilot there first to broadcast and then you can jump. You would be better off just flying the whole fleet down to begin with (which you would have to do for an attack anyway).
I have spent hours traveling from Empire to 0.0 space and back. Jump Drives could have been a solution to that. Many of us trained this skill in hopes to use it and now feel cheated by what appears to be arbitrary rules for game balance. I read many of the comments and there are strong arguements for both sides.I would liketo offer this idea to open jump drive travel to all players and not just ones piloting a dreadnaught or a warship thus limiting a potentially exciting concept.
A Jump Drive should be a module like a Micro Warp Drive(MWD)rated for the different classes of ship sizes.
A jump initiated should have a power up time creating a very noticeable vortex in the initial system and the destination system and when completed the ship can jump.
Each system has a deignated location(s) where the vortex will appear and only a limited number of ships can jump at a time. A guide ship would bypass those rules. Guide ships could form the vortex anywhere and any number if there are an equal number of guide ships to form them.
This vortex can easily be disrupted by EMP weapons of a caliber corresponding to the ship size generating the vortex. If an invader wants to ensure the jump is not disrupted then a guide ship is used to create the beacon and the original system of rules would take place. Otherwise the vortex is disrupted and the jump has to be reinitiated. Also The vortex can act as a guidance conduit for enemy missiles making the ship trying to jump very vulnerable to attack (thus making it more desireable to use the guide ship which could help reduce this).
Now a pilot flying a ship for explorational purposes (like a Vexor or a Thorax for instance)can inititiate a jump to some system in the middle of nowhere (and maybe be attacked doing it)and explore, trade, mine, or hunt rats. It would also put a whole new twist on trading and the economic side of the game as well (not to mention bounty hunting!). I think this is a more flexible solution that opens Jump Drives up to more players with out giving everyone an "Ubership" in the process. Since the skill was made available with no clue as to how the game mechanics would turn out it would only be fair to make it available to those of us who went out of our way to train it early on in hopes of getting some use out of it.
I am interested in your opinions on this. (Keep it nice okay?)
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Sveldt
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Posted - 2005.08.25 19:07:00 -
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The way its been done so far leaves the road open for Adv. Jump Drive Operation in the future. Advancd JDs that don't require a ship on the receiving end. That may be how we get into Jove space.
It all fits in w/ the the way CCP does things. I think we're good so far.
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Kenn
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Posted - 2005.08.26 06:56:00 -
[3]
That would make sense of course. Thanks and I hope you are right.
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ManOfHonor
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Posted - 2005.08.27 22:31:00 -
[4]
also, if you remember patch notes, dev chats, an dev blogs from awhile back, dreadnuaghts and JDs where supposed to be released severly pre-nerfed, so that they wherent too overpowered, im sure some things will be chaning... im just glad JDs and dreads didnt come out equiped with nerfbats _____________________________ NPC Asteroid Belt Bases Honor Above Self Glory For Self Strength Of Self |
Kardinaal
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Posted - 2005.08.28 09:55:00 -
[5]
Don't you think this infinite jump thingy would be just a little imballanced?
Oh, and as it seems a field generator makes a ship untargettable too I wonder how many industrial ships will have one of those for protection...
There is but one God, one world, one Empire to serve Him. One people, in the Light, separated from the beasts below. |
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