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Cintrix
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Posted - 2005.11.16 19:29:00 -
[1]
We all rely on Jump gates as the only way to travel but if we had the option to fit jump drives on any ship to allow an alternative way to travel that could alleviate some of the gate camping. If someone has knowledge from a scout ahead that a gate is being camped then he could alter his course slightly and "Jump" to a nearby system which would require fuel. The fuel would be the limiting factor in how many jumps a ship could do.
I do not, however, think that this is a replacement for gates but it does give the freighter pilot an option other than sure death. After all, space is vast.
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Cintrix
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Posted - 2005.11.16 20:05:00 -
[2]
Actually after thinking about it it would be even more fair to just add the jump ability to all ships with the limiting factor be the fuel capacity of each ship. Frigates could only carry enough fuel to jump once and the jump distance would only be one system. Dreadnoughts would be able to carry fuel for multiple jumps and much greater distances.
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Angelic Resolution
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Posted - 2005.11.17 01:00:00 -
[3]
If you did this it'd remove the point of travelling through .0 and making it a risk. That's the fun of it sometimes, never know if you'll get through. Giving battleships jump drives would be good, BC + HAC's maybe.. but anything else would be silly IMO.
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Brogan Dagarkin
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Posted - 2005.11.17 01:45:00 -
[4]
I agree with Angelic that you shouldn't be able to jump multiple systems without having to go through them but I think jump drives on ships could be an option. But I do like the idea in general.
To further the idea:
Make it a module so some decisions/sacrifices would need to be made on travel v combat. Also make sure that it requires fuel (possibly fuels obtained from moon harvesting or some other underutilised resource) and that it has a capacity (like missiles/ammo/recharges). Then in order to give some variety and allow "upgrades" make it have to link into the gate (ie, you would have to be within a certain distance of the gate to warp - the higher the tech the further away you can warp from). Finally, allow warp disruptors to negate the module, this would still give gate campers some chance to get their target without making it too eacy for them (as it is at the moment). This may also help with gate snipers as they would have to be closer to the gate and they would have less time to strike (because they are not close enough to inhibit warp).
Just a thought, any comments? |

Tadamitsu
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Posted - 2005.11.17 07:23:00 -
[5]
Much like dreads jump drives. how much for how much?
How much fuel does a dread use to make a long jump that may span 20 systems of jump gates?? Now how much ISK did the cost?
I like the idea of mounting jump drives into low slots to give this ability, I think the cost of ICE for fuel would regulate how many people used them.
It would alter the status quo concerning 0.0 space and choke points into regions on the rim, when a 10-20 man group of battleships can jump behind the choke points and make the defenders jump to them to fight.
I like this, A jump capable freighter would rock!!!
Talk is cheap, whisky costs money. you got any cash? |

Dhejay Centrix
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Posted - 2005.11.17 13:34:00 -
[6]
Originally by: Angelic Resolution If you did this it'd remove the point of travelling through .0 and making it a risk. That's the fun of it sometimes...
Aye, but, introduce the possibility of a mis-jump or drive failure and 0.0 becomes dangerous again... Don't jumpdrives only work below 0.5?
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Ascuris Wurm
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Posted - 2005.11.17 19:53:00 -
[7]
Wait, I think Brogan is on to something here... instead of jump drives, how about a module/skill/both that increases the distance from a gate you can be to be able to jump? 3 km per level with level V being 15 km. This could get rid of the insta problem as well!
Wurm
"It's never too late to be what you could have been" -George Eliot
Especially in Eve-Online
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