Forums » Bugs

battery charge and wh jumping

Jul 01, 2003 marcuse link
Hi guys,

compare jumping a wh with heavy and fast-charge battery.
Both batteries need to be full to jump and both are empty after jumping. So jumping with heavy battery sucks 500 battery units and jumping with fast-charge sucks 250 battery units.

It seems that the heavy battery must be VERY heavy ...

regards, marcuse
Jul 01, 2003 Suicidal Lemming link
And fast charge battery, well, charges fastest.
Jul 01, 2003 WatercooledCT link
that's why I think that warping should require a certain ammount of energy, not a full batt
say 150. that way the fast charge still has a better change of warping, and the poor 550 heavy batt doesn't need to wait forever
Jul 01, 2003 Arolte link
You know... I just noticed a problem with batteries and wormhole jumping. The fast charge battery has a capacity of 350. A heavy battery has a capacity of 500. I think. Anyway, why can you get away with jumping a wormhole with 350 energy in a fast charge but not until you reach 500 in a heavy? In my opinion a heavy battery charged at 90% SHOULD allow you to jump the wormhole, since it only seems to require 350 energy. Kinda odd, don'tcha think?
Jul 01, 2003 Suicidal Lemming link
Heavy batteries are used for heavier engines and weapons, that stuff is used on heavier ships, heavier ships require more energy to warp.
Jul 01, 2003 roguelazer link
Errr. No. My Centurion often travels with a [Medium|Heavy] engine, a Heavy Battery and a single tachyon.
Jul 01, 2003 raybondo link
It was the easiest to implement without having to worry about making a battery that only has like 100 energy not being able to open a wormhole at all.
Jul 01, 2003 WatercooledCT link
arolte, I made the same point in my post
Jul 01, 2003 Arolte link
Oh whoops. I guess my neurons didn't connect properly. Forgive me.
Jul 01, 2003 Suicidal Lemming link
I don't have neurons.

Certain ships should take xyz amount of energy to warp.
Jul 02, 2003 cembandit link
How about when you jump, you press enter to start charging the jump, like a charge blaster. There can be a pretty little jump meter on the HUD. When its charged, you can go. The more mass a ship has, the more energy it takes. This way all batteries and configs can jump, and it should help worm hole hoping a little (Dont let the chargeing start untill invincabilty wheres off)
Jul 02, 2003 WatercooledCT link
I think the idea of having to stop at a jump gate and charge up a jump battery is VERY bad.
Can you imagine EVER getting out of 17?
Jul 02, 2003 roguelazer link
Let you precharge, but only let it hold charge for a short while. That sounds strange, but let me elaborate. You CAN start charging whenever you want, but once it reaches 100% charge, it'll only stay there for 5 seconds before it drops back to 0% again. This is to prevent people from charging when they first jump into a sector, but also to allow people to not have to wait at the gate.
Jul 02, 2003 raybondo link
Hmm, cembandit, that's an interesting idea. Rogue, good addendum.
WatercooledCT, there'd be ways to do it.
Jul 03, 2003 ctishman link
Rogue, your idea rocks! I'd love to see that!
Jul 09, 2003 pixelmasochist link
These are the elements that affect our choice of what engine/batt combo to use. I think it should stay the way it is.

Taking the rag as an example. It's difficult to pilot, your chances of running are limited, so you choose a heavy batt (for all those weapons you have) and a medium engine. Provided this ship is used in a team effort, your co-pilots will be using attack craft. f/c batts & heavy engines. The attack craft can circle a perimiter around the heavy ships and keep them safe(ish).

Try using an f/c batt and the free engine sometime. It will make you smile, perhaps even laugh =D

I seriously don't think the wait for charge to jump is a problem. It's a factor in your decision, this is why we have a choice.