Forums » Suggestions

Capital ships as large objects

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Jan 18, 2014 draugath link
I think it would be interesting if capital ships could either equip an active addon that generates a gravity well or if they were naturally considered large objects for the purposes of jumping out of a sector. Capital ships should be able to sync their navigational computers either with group members or key holders to allow them to still jump out when inside the usual 3km large object range, assuming no other large objects are in range.
Jan 18, 2014 greenwall link
Draugath, I'd suggest writing posts when you able to think clearly.

"Capital ships should be able to sync their navigational computers either with group members or key holders to allow them to still jump out when inside the usual 3km large object range, assuming no other large objects are in range."

Or in other words: Capital ships should be able to jump out with their friends when they are closer than 3000m to an asteroid or station, as long as they are at least 3000m from an asteroid or station.

lol!

If you meant by your post to suggest that Capital vessels should be able to jump out of a sector wherever they please, and if they have friends in the area their friends should be able to jump out with them -- then you are completely insane.
Jan 18, 2014 Pizzasgood link
+1

All he's asking is that the capital ship would disrupt jumps for everybody within 3km of it except for group members or keyholders.
Jan 18, 2014 greenwall link
Well if that's what he was saying, then -1 as well. This would have a dramatic negative effect on various aspects of gameplay:

1) Deneb skirms would be incredibly annoying to play - do we really need less incentive there?

2) This would give an unfair and distinct advantage to people using a reloader trident in a conq station adjacent sector (causing pursuers to fly out to 3k to jump back when the friendlies could jump right after undocking).

3) Two opposing tridents in battle would never be able to jump out if they kept themselves within 3k of each other.

4) This would cause people to be perpetually stuck in ion storms (if the trident sat on the exit point).

I'm sure there are other very good reasons to not do this... but these are some quick ones off the tops of my head.

After rethinking it -- number 3 on my list would actually be interesting, I'd admit. So I'd relent on my -1 if this ONLY applied to capital ships, and not to their keyholders and group members, etc.
Jan 18, 2014 draugath link
Greenwall, I really couldn't state it any clearer. Assuming the capship or player trying to jump is not within 3km of another large object (station, roid, or other capship) the capship should allow group members or keyholders to be able jump. It should not give people magical jumping powers that completely ignore other obstacles. The only potential problem would be related to capships in ion storms. But even that would be mitigated by the fact that they would most likely wind up being a magnet for anyone else wanting to kill them. This would subsequently drive people to fighting inside ion storms, allowing greater use of storm radar extenders and trident AWACS.

If this ability were not inherent, but tied to an activated addon that drains energy, it would create less of an impact, but still be interesting.
Jan 18, 2014 greenwall link
-Nothing will drive people to fight more in ion storms.

-It's clear you never play in Deneb or participate in station retakes (something we all knew anyway).

-The add-on which requires energy to activate would make it less impactful, but then I'd argue why even waste Dev time on this at all.
Jan 18, 2014 Samwise9 link
4) This would cause people to be perpetually stuck in ion storms (if the trident sat on the exit point).

Ion storms already ignore the distance meter. The countless asteroids I've slammed into on my exit jumps will vouch for that.
Jan 18, 2014 Savet link
All ships should count as an object which interferes with warp.
Jan 18, 2014 abortretryfail link
+1 to make all capital ships "large objects" that interfere with jumps except for keyholders'.
Jan 18, 2014 draugath link
Greenwall, the main points you seem to be sticking to are non-issues if you stop and about it. In Deneb skirmishes, if you're jumping out everytime you need to repair or reload, you're probably doing it wrong. In station captures, you still seem to be under the false impression that someone can park a trident inside the roid field or next to the station and use it to jump out of the sector.

If anything, this would be the prime impetus to introduce a new utility addon -- an improved navigation computer that can negate the requirement of being 3km away from any large objects before being able to jump (but only for the ship it's equipped on).
Jan 18, 2014 greenwall link
Draugath, not having any knowledge of deneb warfare tactics gives you little credibility when speaking about it.

Also, you must not be aware of what "conq station adjacent sector" means. Adjacent means "next to" or "adjoining" something else. I.e a sector next to a conq station sector.

I give you props for continuously trying to find a way to suggest your utility add-on though.
Jan 18, 2014 draugath link
I admit, I missed the "adjacent sector" part in your earlier post. However, I feel it makes tridents more strategicly interesting if this is added. Especially if the other side brings in their own trident to prevent the aggressor from escaping as easily.

So far as Deneb is concerned, I highly doubt things have changed much since I was heavily active up there. The only major change since then has been the addition of avalons. Perhaps jumping out and back in gives the Serco an advantage in repairs. But I distinctly remember the Itani very rarely jumping in next to their battle group.
Jan 18, 2014 greenwall link
The ability to jump in and out of a skirmish in deneb at will is crucial especially when your team is outnumbered.

Now, if this was implemented as an add-on, then the deneb caphips wouldn't have it, and there would be no need to have this argument, as there is very little incentive to taking a player owned trident into a border skirmish.

And lastly, bringing a trident to defend a station conquering is rare and never something that you can plan. It only ever happens if someone just HAPPENS to be in the area. Even if we are talking about latos, the sheer time it takes to go and get the trident from the station makes it worthless as an option for quick defense. The introduction of what you describe won't change the way people use tridents in station defense.
Jan 18, 2014 CrazySpence link
HAC debris already does this so why not the ships too.

+1
Jan 18, 2014 greenwall link
because the HAC debris doing this is a bug
Jan 18, 2014 TheRedSpy link
Jan 19, 2014 CrazySpence link
I don think it is a bug, I think it is a remnant of forgotten intention
Jan 19, 2014 Snake7561 link
+1
Jan 24, 2014 incarnate link
Just out of curiosity, what if this were an addon instead of an inherent feature of capships?

I've talked before about the prospect of a weapon that pulls people out of jumps (like an ion storm); it could also dampen the ability to jump within a given radius. That way, it could also use energy and have inherent time-usage tradeoffs and the like, and not be an inherent problem to Military situations like Deneb (unless used as an intentional tactic by the respective sides).
Jan 24, 2014 draugath link
That was apart of my original suggesion.

...if capital ships could either equip an active addon that generates a gravity well...

I personally prefer the idea of it being an activated addon, since it adds some amount of strategy regarding when to activate it, or how long it should be left active. Plus it gives the Powercell Blaster the ability to negate it.

However, there is still some precedent to it being an inherent trait of the ship. These are massive ships afterall, or at least Class-A ships are (Constellations and HACs).