Forums » Suggestions

25%

Aug 23, 2005 TNAtits link
I liked the 100% power rule better, if someone really wanted they could get away fine by just rolling til times over anyway..besides in a rev c or something you can turbo from the wh and make it out to 3000m with 25% left. PLZ raise it back to 100%
Aug 23, 2005 kihjin link
100% is required for WHs, so, to be consistent, it makes sense that the sector jump energy requirement is less than this amount.

While I don't feel sector jumps need to be 100% (because a sector jump is NOT a WH jump) I do think 25% is rather low.

Anyone support 50%?
Aug 23, 2005 roguelazer link
I would prefer a constant value as opposed to a percentage. Say, 50e/sector jumped. So a 5-sector jump is 250e, and a 10 sector jump is 500e. A full-length (16-sector) jump would be impossible with our current batteries.
Aug 23, 2005 Beolach link
/me concurs w/ roguelazer (although I'd go more with 50 energy for the initial jump, and 20 energy per sector jumped).
Aug 23, 2005 kihjin link
Ooo, constant. I like that. Based on the # of sectors you are trying to travel.

Very interesting.
Aug 23, 2005 Lord Q link
why was it changed form 100%? i thought the idea of the battery drain was to make running mre difficult, and it did that. Isn'r making the drain a lower amount basicly like saying "what do you know the 'running is fine as it is' people were right all along"?

as for the constant amount idea:
it's better this way, because an infiniboost ship with a FC battery (ie trade ships) are mostly unaffected but anyone without infiniboost and or without an FC battery is inconvinienced in a maner that requires runner to sacrafice firing endurance, or combatants to sacrafice running capability. leave it as a percentage, it may seem a litle artaficial but it's by far less artaficial than the home station respawn system.
Aug 23, 2005 TNAtits link
I love roguelasers idea with beos adjustment...
Aug 23, 2005 mgl_mouser link
I'm fine with 25% rule even if it's not quite right. A fixed amount would be better, and give more purpose to various battery types we have.

For consistency, storm exit points should have the same requirements too.
Aug 23, 2005 Lord Q link
 mgl_mouser,
how does a fixed amout favor any battery other than the heavy battery?

using a fixed amount will cause the heavy battery to become better for every non infiniboost ship (again), and may even become more favorable on infiniboost ships (depending on what the drain amount is)
Aug 23, 2005 Beolach link
That's a good thing, Lord Q. There is currently no variety in batteries, everyone uses the FC. This would introduce variety. I personally would still use the FC, but that would mean I couldn't jump as far or as often as someone with a Heavy.
Aug 23, 2005 roguelazer link
Furthermore, Lord Q, the heavy battery would not ALWAYS be the favorite battery. It would still offer the same long recharge period at wormholes and the same lesser turbo performance. This just would make the other batteries marginally useful, instead of just the Fast Charge. Hell, this might even make the much-maligned Light and Medium batteries useful. Go figure.
Aug 23, 2005 TNAtits link
Well, being a guass user is prefer heavy because it has so much energy total...not even uc is suitable for double guass..
Aug 23, 2005 Ghost link
Even with the 25%, you're still very vulnerable when warping. I'd be fine with it if it stayed the way it is. It's supposed to be difficult to run, which is is now, but it's not supposed to be near impossible.
Aug 24, 2005 jexkerome link
I'm with Ghost on this one. 25% is fine, I think even up to 35% would be fine, but fixed values serve little purpose other than give lip-service to the heavy battery, which by the way I use with my quad-energy Hornets.
Aug 24, 2005 johnhawl218 link
25% is fine as is, but I also think adding in a FIXED amound of energy would be a better idea. Being able to jump across a system in one jump makes players not even check out certain systems, unless they are bored or exploring. Forcing the players to have to make small corses though each system is IMO a much better way to do it, and having a fixed amount of energy would be the best way to accomplish that. It will also make ALL the batteries useful not just the heavy as you would not need to figure in have many systems you want to jump vs. how much energy you need for your weapons, and how fast you get that energy back.

TNA, FC is just fine for a dual gauss setup, you just need to manage your shots better. I've also flown rags and hornets with all energy weapons (guass, mega posi, agt, neuts) and had no problems using the FC battery. FYI