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Trident Fast Charge Powercell

Nov 14, 2022 Sid123 link
Stats:

Charge rate: 200/s
Max: 1500
Grid: 62
Mass: Same as Trident Heavy Powercell
Procurement: Manufactured

Requirements to unlock manufacturing mission:
20 Leviathan kills
50 Unaligned Pirate Trident Kills
Trade License 16
Galactic Traveler badge

Manufacturing mission location: Latos M-7

Manufacturing materials:
3 Sammic Ore
400 Heliocene Ore
250 Pentric Ore
200 Denic Ore
100 Pyronic Ore
600 Premium Ferric Ore
80 Synthetic Silksteel
10 Improved High Drain Powercell
50 Power Regulators
300 Data Link Connectors
200 Silksteel
90 Corrosive Chemicals

The powercell would be for capship pilots who want to travel faster, trading this off with reduced firepower. On the Trident Heavy Powercell a pilot can equip four capital turrets and 1 large port addon with 4 grid. On a Fast Charge Powercell, they would be able to equip 2 capital turret, 2 small turrets and a large port addon with 4 grid. Hive Queen Mining Beam would put capital turrets out of bounds on this powercell.

Positives:
A new capship powercell (Yay, more content)
A use for sammic (finally)
Trident pilots don't have to wait as long for the annoying empty sector to empty sector jumps (2 seconds instead of 7)
PCB'ers attacking Tridents can now drain its powercell in 10 seconds instead of 20

Negatives:
I can't think of any really, except the classic "It's not worth the devs' time." I'll leave them to decide that.
Nov 15, 2022 incarnate link
Trident pilots don't have to wait as long for the annoying empty sector to empty sector jumps (2 seconds instead of 7)

At one point, the sector-to-sector jumping of capships was intentionally lengthened, because people were sector-hopping so successfully that they could avoid anyone following them.

It might be good to look further into historical context for this.
Nov 16, 2022 Sid123 link
2 seconds would be the time to initiate a jump. The jump animation itself lasts around 3 seconds. If there is a sector-to-sector chase going on, the jump-in vector would be the same and thus you're likely to jump in within 1000m of the capship. A small ship would also have to charge only for 1.3 seconds (on a fast-charge), making it possible to chase the capship between sectors in a small ship.

Apart from this, the escape advantage is traded off by the lower defensive firepower.
Nov 16, 2022 incarnate link
Right, I get the idea. But, you cannot compute real-world device load-time by simply adding up static timing numbers. Connection latency and individual device-I/O are factors, among other things.

That was why I suggested looking up the historical threads where capship jumps were extended in the first place.

Anyway, there are some orthogonal development roll-outs that will impact these kinds of decisions, before long. I don't mind re-assessing the relative delays and trade-offs when that comes to pass. But, we would need to look at our own analytics on real-world jump times.

Two seconds seems a bit aggressive to me, in terms of compatibility with a global player-base, but we'll have to take a look when the time comes.