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Tabris Katz
Kid's Logistics Inc League of Infamy
1
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Posted - 2013.06.24 16:25:00 -
[1] - Quote
So this is an idea some corp mates and I came up with and I thought it was worth putting on the board, scripts for Micro Jump Drives.
If you haven't used Micro Jump Drives (MJD) here's a brief run down for ya.
- They can only be fit to battleships.
- Once activated they begin a cycle (length of which is variable based on skill) that will move you 100km in the direction you're facing. The move occurs once the cycle is complete.
- After the jump is complete there is a 3 minute cool down before you can jump again.
So that's how they currently work, now this is can be fun just jumping around battleships or when getting in range with rats. However when you're dealing with pvp this much less effective, because as soon as people see you activate the MJD they know you're going to be moving 100km. So what we're suggesting adding scripts that vary the distance you can jump with a MJD.
Here are some ideas we came up with:
- A script that decrease the jump range and cool down time (50km jump and 1.5 minute cool down for example)
- A script that increase the jump range and the cool down time (150km and 4 minute cool down for example)
What are peoples' thoughts on this? |
Gareth Burns
The Dark Space Initiative Scary Wormhole People
5
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Posted - 2013.06.24 16:37:00 -
[2] - Quote
+1
I like customization, and this doesn't really hurt anything IMO Noblesse Oblige Gû¦ Gareth Burns |
Sarkelias Anophius
Strange Energy Gentlemen's Agreement
1
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Posted - 2013.06.24 17:03:00 -
[3] - Quote
This seems to make perfect sense, actually.
I like it. |
Achuk
K3 Holdings
1
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Posted - 2013.06.24 17:18:00 -
[4] - Quote
Alternately, you could keep the fixed 100km jump range and have the scripts work to cut down activation time by 50% in exchange for a longer post-jump cool down or vice versa.
Something like:
50% less activation time required / 25% more cool down time 25% less cool down time / +100% activation time required
(since cool down is already far longer, a smaller % increase will have a big effect)
Or do both....but it seems like CCP likes having 2 script options for a module, so I doubt both the OP's idea and this could both get implemented. |
Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
1792
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Posted - 2013.06.24 17:54:00 -
[5] - Quote
I think the range scripts would end up being more useful than the spool up and cool-down scripts. I think both of the range scripts should come with a penalty though, just a different penalty for each.
- 50km Microjump but with 50% LONGER ACTIVATION time
- 150km Microjump but with 50% LONGER COOLDOWN time
The longer activation for the short jump would help balance out the very strong range control given by shorter jumps. The longer cooldown for long jumps would do the same, but by allowing unscripted 100km MJD fit snipers to still outrun you.
As far as lore, you could say the recalibrating the MJD for a shorter jump takes more time to do the spool-up calculations. Longer micro-jumps overheat the drive and require a longer cool down. Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Sub-Director of Public Relations |
Vic Teishikuro
Rescue Team
1
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Posted - 2013.06.24 19:58:00 -
[6] - Quote
+1 this |
Mole Guy
Xoth Inc Unclaimed.
260
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Posted - 2013.06.24 21:59:00 -
[7] - Quote
GÇó 50km Microjump but with 50% LONGER ACTIVATION time GÇó 150km Microjump but with 50% LONGER COOLDOWN time ??????????????????
you are jumping 1/2 as far, it requires 1/2 the power which means 1/2 the time needed to spool up? why would you give it 50% activation time?
i love the idea of tuning your mjd per scenario. +1
it should be this way: 50km-means you need 1/2 the spool up time. 150km means 1.5 the spool time.
one might even go so far as to add reactivation time penalties as such: 50km- normal recycle time 150km- double timer (6 minutes)
we could change to having 4 scripts. 2 for range or 2 for speed
50km 150km
the 2 range scenarios i proposed and then these: 1/2 jump timer with double cool down or double jump timer with 1/2 cool down.
if yer escaping from pvp, you can hit the 1/2 jump timer and bug out. let it cool down at the next pos or station. if yer in 10/10 and using them with sniping drones or cruise missiles, you dont need to be so hasty, one could hit jump and itll take 24 seconds or so, but you can reuse it quicker if needed.
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Zaknussem
Everybody Loves Donuts
40
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Posted - 2013.06.24 22:49:00 -
[8] - Quote
I support this. Most of the follow-up ideas are good as well.
When WAS the last time we saw a scripted module anyway? |
Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
153
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Posted - 2013.06.24 23:18:00 -
[9] - Quote
add an Overheat Function that makes it a 1 LY jump drive that can lock onto a cyno, automatically burns out the module and has a 40% chance of destroying the module after jump. Maybe? Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |
Alvatore DiMarco
Capricious Endeavours Ltd
509
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Posted - 2013.06.24 23:25:00 -
[10] - Quote
While I'm not completely sure the post above mine is serious and while I'm not sure any of the specific script ideas posted so far are good, the notion of being able to script or toggle different modes in the MJD (as well as adding Medium and Small MJDs) does have quite a lot of potential. So far, I feel like the best option is to decrease spool-up and cooldown for a shorter jump and increase both for a longer jump. |
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Drake Aihaken
The.VOID
0
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Posted - 2013.06.25 05:08:00 -
[11] - Quote
Grunnax Aurelius wrote:add an Overheat Function that makes it a 1 LY jump drive that can lock onto a cyno, automatically burns out the module and has a 40% chance of destroying the module after jump. Maybe?
How about an Overheat Function that increases the warp core strength to -2? |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
172
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Posted - 2013.06.25 06:26:00 -
[12] - Quote
Drake Aihaken wrote:Grunnax Aurelius wrote:add an Overheat Function that makes it a 1 LY jump drive that can lock onto a cyno, automatically burns out the module and has a 40% chance of destroying the module after jump. Maybe? How about an Overheat Function that increases the warp core strength to -2? pointless, because disruptors are ineffective against MJD and scrambler prevents its activation. How will you overheat something that you cannot activate? If you add scrambler immunity - module will become OP. |
Verity Sovereign
Sovereign Fleet Tax Shelter
476
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Posted - 2013.06.25 09:34:00 -
[13] - Quote
I've already proposed scripted MJDs, although as a T2 variant of the module.
Much like T2 ammo can modify the effective range of the guns (long range guns act more like short range guns with, -75% range, but +25% tracking, short range guns act more like long range guns with +50% range and -25% tracking through scorch/barrage/etc)
50km script: -25% cap use
150km script: +50% cap use
I suppose a cycle time reduction could be interesting, but I'm not sure the code exists for scripts/charges to modify cycle times, we have no other example of this, but i suppose it could be a good idea. |
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