Forums » Suggestions

A simple solution to Trident sector hopping.

Jul 10, 2015 abortretryfail link
There's already been a number of threads complaining about how easy it is for a Trident escape an attack when using a Fast Charge Power Cell.

Here's a simple solution to that, which won't break any other game mechanics:

Make the Trident's engine require 25 Grid Power
Increase the Grid Power of the Trident Heavy Power Cell to 150

Engines can't be swapped around anymore and they're auto-equipped with the ship. This would prevent a Trident from launching from a station with anything but a Trident Heavy Power Cell equipped. Then balancing changes for capships-only can be applied there.

That's it. No goofy incentives, special purpose addons, or making huge changes to game mechanics that drastically affect all ships required.
Jul 10, 2015 greenwall link
so who's trident got away from you this time?
Jul 10, 2015 Ore link
Why should flying a trident result in death? Why not just get rid of tridents? Get over it. Players run. Why would someone stick around to lose a trident? You and your mates are no different.

Pull your head out of your ass for 5 seconds. These buff-this, buff-that threads are getting old. Let the developers do some meaningful changes to the game instead of your self-serving bullshit.
Jul 10, 2015 Dr. Lecter link
Even easier solution (or at least less invasive, actual coding may or may not be harder): because of their size, all capital ships can be tracked to their next jump sector from a distance of 2000m.

Running isn't impaired, just the bullshit mechanic of relying on random distribution of warp points and network latency to eventually land you far enough away from a pursuer that you cannot be tracked.
Jul 10, 2015 abortretryfail link
This isn't in response to anybody's Trident getting away from me. It's in response to endless requests like what Dr.Lecter just suggested that totally miss the point.

Seeing where something jumped to is useless when it can just jump out again before it's possible land a single shot on it.
Jul 12, 2015 Pizzasgood link
"Why should flying a trident result in death?"

Clearly you have forgotten which game this is.
Jul 12, 2015 Ore link
It's a capital ship. It's way too easy to kill as it is. Yer just not good at it ;)
Jul 12, 2015 csgno1 link
-1
Jul 13, 2015 Dr. Lecter link
Seeing where something jumped to is useless when it can just jump out again before it's possible land a single shot on it.

As someone who's done an awful lot of multi-sector chasing in VO, I can say with some authority that it is far more important on any given hop to stay close enough to track your quarry than it is to stick 'em some. Sooner or later you'll land 100m from them, not 1000m from them--or they'll jump smack into an unmarked roid field while hastily plotting new legs--and then you can do some damage.

None of that is possible if you lose them.
Jul 13, 2015 Tripod war of the worlds link
+1 Big ships are slow, it simply defies physics if they are fast.
Dec 15, 2015 Kierky link
bump

+1 to OP and Lecter's solution too.
Dec 15, 2015 joylessjoker link
bump, because the food fight here is too funny to read.
Dec 16, 2015 Snake7561 link
+1

Petition to make it so people who own tridents can't vote

(No offense harpo)
Dec 16, 2015 biretak link
+1 to op and changes to keep jump distances and directions of travel the same between the jumps while chasing if the jumps are within a few seconds of each other. I'd also like to see the end of the pure lucky jumps to freedom. It's one thing if someones guildmates or others escorting keep the chasers occupied while a ship gets away, but let's end leaving it up to a lucky jump.
Dec 16, 2015 Pizzasgood link
+1, but this doesn't fix the real problem.