Forums » Suggestions

250 energy to Warp instead of Full Energy

Jan 04, 2005 softy2 link
Why not make it such that it takes only 250 energy to warp throuh WH instead of the full energy now?

This way, it actually might make catching the infinitboosting ships a less impossible affair?

\me goes hugs his IBG.
Jan 04, 2005 Shapenaji link
yeah, this is really necessary, you shouldn't penalize the bigger batteries
Jan 04, 2005 KixKizzle link
yea it would make the heavy battery useful
Jan 04, 2005 Demonen link
..or explain why it sometimes costs 550 energy to jump

It dosn't make sense to me.
Jan 04, 2005 Beolach link
[edit]
@Demonen: There is some pseudo-science babble explaining it, saying that a charging battery (not at full charge) would become unstable, with massive electrical spikes that would destroy sensitive system, like lifesupport. You don't want that.

Come on, man, suspend your disbelief.
[/edit]

I actually mostly like the way WH warps are done now. What I'd actually like to see that I think addresses the issue of the F/C battery's advantage at WHs over the heavy, would be to require & drain a certain amount of energy between say 10 & 200 for intra-system (sector-to-sector) jumps, based off of the mass of the ship, rather than the way we have now, where you can always jump, but it drains your battery completely.

I think this actually addresses a number of issues, including the mentioned F/C WH advantage. For that, because WH warps would still require 100% battery charge, the heavier ships (trrade ships, ships carrying Purified Xith) would have to wait longer before they could warp, because they would have drained their battery more.

It also gives people a reason to risk going through Ion Storms rather than jumping around 'roid belts, whether they know there's a storm or not. Right now I find I almost always go through Edras A12 instead of jumping straight between I2 & H15 - even when I *know* there's no storm along the straight path. Currently, there's next to no reason for me not to do this, even from before we could set multiple jump points. Sure, I have to wait for 2 loading screens, and set the 2nd jump, but empty sectors load *really* fast, and I can move my mouse & click pretty quick too. But if intra-system jumps required & drained a certain amount of energy, that would give a distinct advantage to going the shortest route, which is often more likely to have Ion Storms.

There were more good things about this, but now I forgot them, and have to run to work soon anyway...
Jan 04, 2005 softy2 link
@Beolach :

How would that make things any better? Both ships will be draining batts as they jumped about the sectors. Consider the best case with both ships, 1 FC completely drained and 1 Heavy full energy :

FC : 5 seconds to charge to 250

That gives the heavy 5 seconds to turbo and then shoot at the FC.

It takes the fastest ship, the IBG with 3000kg (no guns!), 4 seconds to turbo to 240. That is about {EDIT}800m at the most, about the regular distance of a chase to the WH. So the chaser has ONE FULL SECOND to aim (try aiming while turbo), and shoot.

If the chaser didn't kill the heavy : zooom there goes FC ship into the WH, leaving the chasing ship cursing as he/she waits for the battery to charge.

This is the best case scenario.

[EDIT] : I can't do math
Jan 04, 2005 Beolach link
You're looking at a chase starting going into a WH, and I will admit that you're right about it not working too well to start a chase that way. But I see a chase starting as someone comes out a WH. When a player comes out of a WH, you demand they pay you or return the CtC cargo or whatever, and if they try to run, their battery is completly drained, so they would have to wait for it to charge up before they could jump out of the sector, giving you more time to chase them. If they do manage to get all the way to the other WH, then I'd see that as the end of the chase - unless you had called ahead and have an ally waiting to catch them on the other side of it.
Jan 04, 2005 softy2 link
Yes, that's an easier chase you are describing. But most CTC chases are to the WH, and most chases are lost at the WH. Besides, Shape is right that Heavy Bats shouldn't be penalize for having "more" juice.
Jan 05, 2005 Beolach link
As far as CtC chases going to the WH, that would just require a slight change in defensive strategy. Have one or two escorts right with the convoy, and have two or three people guarding the WHs in case someone captures the cargo & tries to escape with it.

Well, I agree that WH jumps are the biggest drawback for Heavy batts, and would remain so in my suggestion, but in my suggestion they would have the added advantage of being capable of more consecutive intra-system jumps without having to wait to charge. Also, although I'm rather hesitative to suggest this, depending on what numbers where chosen, it could be possible to require a heavy battery in order to jump at all if you had too massive a ship.
Jan 06, 2005 Knight_Of_Order link
explain it like this

Free Battery: must unload all charge for safety reasons for a WH and 2% for every 100 mass for going into a ISJ
MED Battery: Must unload 3/4 of charge for safety reasons for a WH and 2% for every 100 mass for going into a ISJ

FC Battery: MUST UNLOAD ALL CHARGE charge for safety reasons for a WH AND HAS A 3 SEC WAIT BEFOR CHARGE and 2% for every 100 mass for going into a ISJ

HEAVY Battery: must unload 1/4 of charge for safety reasons for a WH and 2% for every 100 mass for going into a ISJ (Heavy at 50/2 (i think)

There thats my 2¢