Forums » Suggestions

Give Jumpdrives Exponential Cooldown

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Jan 25, 2014 Pizzasgood link
One of the things that has always bugged me about VO is how easy it is to rapidly jump between empty sectors. This is a suggestion intended to lessen that.

I propose that our jumpdrives should have a short cooldown, and that the cooldown's duration should get exponentially longer when it is used rapidly. I'm thinking the initial cooldown would be 1 second, and each time you jump rapidly, the cooldown would double. "Jumping rapidly" would be defined as jumping within ten seconds of the previous cooldown expiring. (So when the cooldown is at 1s, non-rapid would be jumping at 11s after arrival; if the cooldown is driven up to, say, 16s, non-rapid would be jumping at 26s after arrival, and then the cooldown would be reset to 1s again.)

This would have practically no impact on navigating around ion storms while traveling -- if you only detour through one sector, it makes no impact at all because the initial cooldown of one second finishes before your energy has even hit 25%. If you detour through two sectors and use a fast-charge cell, you'd be delayed by 0.75 seconds in the second sector (a 2s cooldown minus the 1.25s you had to wait anyway for your energy to hit 25%). If you detour through three sectors, you'd be delayed by 3.5 seconds total. The cooldown will have time to reset while you travel toward the wormhole. So, normal travel would be fine.

This would also still permit a short burst of rapid jumping to attempt evasion. The first two jumps are normal, and the third is only delayed by 3/4 of a second, so you basically get three very quick hops before you start noticing significant delays. It just prevents you from jumping over and over and over until you randomly get lucky and escape. Note that the cooldown also applies to the pirate; it just gives him more time to get close before you jump, thereby encouraging the resumption of combat if you fail to shake him after the first several hops.
Jan 25, 2014 NC-Crusader link
This rapid empty sector jump is a part of the game to allow players to evade anyone chasing them. There is a "cool down" called charging Cell up to 25% to sector jump. If you are unable to follow the jumps then the "game" has done it's part to allow a player to escape.

Guess you just need to quit whining and get better setup!!!!!
Jan 25, 2014 TheRedSpy link
Guess you're a moron that doesn't understand the need for the game to reflect a semblance of reality for it to be enjoyable enough to play NC-Crusader!!!!!
Jan 25, 2014 greenwall link
Oh yeah this game needs more reflections of reality. Some other bits of reality that would make this game better:

1) no sound FX

2) no limit on speed, including no slowing down when you let off turbo

3) serious damage upon bumping any other object

4) all energy weapons would go the speed of light

5) every piece of scrap or addons that is dropped ever in the game remains floating in space forever until it's picked up

and of course, my favorite:

6) Once you get killed you have to start the game over.

----

-1 to OP, this is just a pirate trying to find more ways to kill traders
Jan 25, 2014 csgno1 link
-1. I'd never be able to escape from the Serco strike force after invading their territory.
Jan 25, 2014 Dr. Lecter link
I generally lose SF within 3 jumps; then again, how often do you chase a trader for more than 3 jumps? +1 simply because of tridents.
Jan 25, 2014 Samwise9 link
+1.
Jan 25, 2014 idd link
let me quickly point out the carebears in here: greenwall, csgno, NC-Crusader.

I'm going to say this again: who gives a fuck if the traders get killed.

+1 to the OP. NC-Crusader's and greenwall's reasoning have been destroyed. Wait, when have they ever been existent...
Jan 25, 2014 NC-Crusader link
And who cares if you Pie Rats are able to get something to make your killing of Moths and Dents easier.

If you were any good at fighting, then you would not be whining about getting new stuff!!!
Jan 25, 2014 UncleDave link
What is needed is a way for multiple ships to lock down a single ship when working in concert. As much as the pirate in me likes the idea of sector-hopping going away, it's necessary to prevent a single pirate from easily being able to destroy a moth by themself.

Edit: Having said that, I dislike the idea of a mechanic being reliant on loading times, and sector-hopping gives an advantage to those with better rigs.
Jan 26, 2014 Snake7561 link
+1, you are all pussies.
Jan 26, 2014 Pizzasgood link
UncleDave:
"What is needed is a way for multiple ships to lock down a single ship when working in concert."

No, that isn't what this thread is about, and we already have the powercell blaster for that.



NC-Crusader:
"There is a "cool down" called charging Cell up to 25% to sector jump."

Of course there is. This thread is not titled "Give Jumpdrives Cooldown". It is titled "Give Jumpdrives Exponential Cooldown". Pointing out that a fixed cooldown already exists is like pointing out that the sky is blue. So what? Also, reaching 25% only takes 1.25 seconds with a FC, so the existing "cooldown" is nearly irrelevant.

"If you are unable to follow the jumps then the "game" has done it's part to allow a player to escape."

No, actually that's not the case. Note that the game tells us where a person has jumped to when we're within 1km. That feature is undermined by the ability to just hold down the Enter key and hop around continuously until the game inevitably spawns you farther than 1km from the other guy. Long sequences of rapid jumps are neither an intentional nor desirable game mechanic. (Undesirable due to being random rather than skill-based.)

"Guess you just need to quit whining and get better setup!!!!!"

What? I don't even know what you mean. PC hardware setup? In-game setup? Something else? Maybe you could try communicating using words instead of exclamation marks.

"If you were any good at fighting, then you would not be whining about getting new stuff!!!"

What? I don't follow your logic. I am good at fighting, that's why people run away.



Anyway. The random-sector-dance is all about waiting for the game to randomly place you far enough away to escape. Vendetta is not a random numbers game, and this is therefor inappropriate and should change.
Jan 26, 2014 csgno1 link
The record in my personal experience is the Serco strike force following me through 41 jumps in Pyronis. I was in a Valk. Granted it often only takes 2 to 5 jumps.
Jan 26, 2014 Dr. Lecter link
The random-sector-dance is all about waiting for the game to randomly place you far enough away to escape.

This is a fundamental truth of chasing in VO, and perhaps the solution is to exponentially tighten the sphere into which ships going from Sector X to Sector Y may be placed.

Ditto for WHs, which should serve as chokepoints but don't because they're so wide the hotdog down a hallway analogy becomes apt for something other than Ecka's mother.
Jan 26, 2014 Jashen Bonarus link
-1

It will be impossible to escape from pursuers. Plotting around wisely and jumping non-stop is the only defence of a moth/dent for the time being.

Pie rats are already zillions time faster, more agile and more destructive than any trade vessel, so they want us to be sitting ducks? NO!
Jan 26, 2014 idd link
@Jashen Bonarus:

LOL, you're speaking out of your ass. "It will be impossible to escape from pursuers". Well then, there's something called "escorts," use them. Dents can easily defend themselves, they don't have to jump repeatedly. Moths are supposed to be easy to kill.

Dr. Lecter is right, as well as the others that stated that random jumping is basically hoping that you'll jump in more than 1k away from the player eventually, which is basically depended on a number generator. Since VO is not EVE and all about number generation, this is obviously an unintended bug.
Jan 26, 2014 Snake7561 link
Get some mines
Jan 26, 2014 Pizzasgood link
"It will be impossible to escape from pursuers. Plotting around wisely and jumping non-stop is the only defence of a moth/dent for the time being."

Incorrect. Like Snake says, you could use mines to delay the pirate enough for you to reach a 1km separation before jumping, thereby escaping legitimately. Another tactic would be to fight the pirate. Moths have two large ports. I've killed plenty of VPR and other such people with my moth, when they thought they could interfere with my loot-retrieval. Even if you don't kill them, you might cause enough distraction with, say, swarms, that you can reach a 1km separation. Plus, now you can use your own turrets, which means you can fight the pirate while turboing, without consuming energy.

Note that people have successfully used all of the above techniques to escape from me. They do work when used correctly.

As for tridents, they have plenty of armor, four turrets, and now you can even carry a small fighter craft (at the cost of some cargo capacity) so that you can get out and fight back on even footing. Also, I'm all for Tridents having shields.
Jan 27, 2014 vskye link
+1
Jan 27, 2014 UncleDave link
I don't agree that moths are supposed to be easy to kill. They have a crapton of armor, and were (iirc) supposed to take multiple players to down, in exchange for them handling like genka's grandma. Having said that, the frustration with chasing being The RNG Game is 100% a valid one.

My (second half-assed) suggestion would be to introduce a Scrambler Mine with only a single shot, and have it act like an L-mine, only instead of damage, it stops the pursuer from receiving details about any nearby ships' destinations while active and slowly drains their battery. That in conjunction with a second defensive measure like a Concussion mine should easily be enough for a trader to escape, IF they land their GTFO Mine. If not, they die. It'd be all about mindgames! Goes without saying that this should be alongside less worship of RNGsus.

If a Trident is trying to flee for its life, you took it somewhere you shouldn't have without any backup. It's not like they're lacking in armor or self-defense, after all.