Forums » Suggestions

Make All Jumps require 100% battery and turbo disengaged

«12
Dec 11, 2014 Pizzasgood link
As far as jump timers are concerned, I like the idea of having the timer start low and increase with each rapid jump you make. That way it wouldn't impact navigating around asteroids and would still allow a few rapid jumps to try to shake pursuit. It just wouldn't allow making infinite rapid jumps.
Dec 11, 2014 tinbot link
+1

or

require minimum 250 energy reserve to jump, so that heavy power cells do not have to fully recharge between jumps.

or

make the minimum energy reserve needed to jump be based on the mass of the ship.
Dec 11, 2014 Dr. Lecter link
+1 Rin
Dec 11, 2014 NC-Crusader link
make the minimum energy reserve needed to jump be based on the mass of the ship.

This is the best solution. I have always thought it kinda silly for it to take more energy for jumps depending upon the size of your Power Cell and not the size or type of the ship. If I equip a Fast Cell on any ship I can jump thru a WH with only 250 but if I put a Heavy Cell on the same ship I need a charge of 450.
Dec 11, 2014 SkinWalker link
-1

I like the challenge of the chase. I get an special endorphin rush if I can nail a running hound or Atlas X after chasing across 6-8 jumps.
Dec 12, 2014 vskye link
-1
Dec 13, 2014 ryan reign link
If forty two mines isn't enough, then join a guild or get some pals. RED, BR1 and the BLF once laid around seven hundred mines at the Gray Space\Itan worm whole.
Dec 14, 2014 TheRedSpy link
I remember that day, that was the day I killed blastamasta by flying past his swarm stack that was right on top of him. We kept those tridents alive for ages. ARF spent the whole time running around like a pussy never actually fighting.