Forums » Suggestions

Batteries for Traders

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May 11, 2005 CrippledPidgeon link
Simple for that: just make the battery have like 1 energy, but charges at 50/s
May 11, 2005 Shapenaji link
I really like the 1000e 40 charge idea.

It's about as close to having ammo as you can come.
May 11, 2005 Renegade ++RIP++ link
crippled, that would be the ideal rocketplatform battery
May 11, 2005 Shapenaji link
Eh, not quite, no ship with drain could use it.

So that limits your options to ships that have 50 drain. Most of which don't have the greatest combat stats.

think about it, no vultures, rev c's, IBG's, proms.
May 11, 2005 Beolach link
Isn't there one vulture that has infiniboost still? I thought there was... And I know Rags still have infiniboost. I'm with Rene, 1 capacity 50 charge would be too good for rocketplatforms. I think terjekv's suggestion for getting batteries at trade license=combat req+1 might be the best.
May 11, 2005 Shapenaji link
The basic vulture might have it, but if it does, it doesn't break 200 m/s.

Mauds would still use em.
May 11, 2005 Moofed link
May 11, 2005 Shapenaji link
Well skin my head and call me powder...
May 11, 2005 CrippledPidgeon link
well okay, powder.
May 13, 2005 tramshed link
A simple way to control what ships get what batteries: make multiple sizes of battery ports. The standard free, light, medium, and heavy could come in all sizes, with special variants aimed at certain classes of ships. With two or three different sizes, you could add an interesting dynamic in there (IE, the 1500 cap 50 charge batt that only works in hornets) Plus im doubting its would be very hard to do, since weapons already have this, and I'm assuming batteries are treated much the same as weapons in the game.
May 13, 2005 harvestmouse link
"crippled, that would be the ideal rocketplatform battery"
hmm..

I suppose you're meaning for CtC in something like an Atlas with Jackhammers, where you actually have to go WH to WH till you run out of ammo.

This new baby-batt wouldn't trump the FC by too much, because you take a few seconds to orient yourself after warping anyway. Also,

I'm assuming most if not all players who CtC have a few levels under their belt, and will have access to the baby-batt, so this does not create any unfair advantage.

Running away is already very easy, and I have a hard time visualizing how a baby-batt could change the situation.

Personally, I find botting to level 2 good for me. it took very, very little time, if you know how to point and click and move your ship <-- pretty fundamental, I think. Corvus gives out equipment nice and early, so fetch your FC from there!

*change of perspective: naturally, I am offended by the idea that I am forced to spend an hour figuring out how to point, click, and move my ship. who are you to make me a well-rounded player who can fly! bah... only those nasty eevvil pirates do that!
May 13, 2005 Beolach link
It would make energy weapons completely worthless, harvestmouse. Sure, everyone could just use rockets and still be "balanced," but I personally happen to dislike using rockets. If a 1 capacity 50 charge battery was created, I would have to choose either using rockets (which I don't want to do), or else be completely ineffective at CtC & and any other combat that includes travel.
May 13, 2005 Indra link
rockets run out, while energy doesn't; people with rockets have to redock, while energy users can just shoot away.

Why would energy weapons be completely worthless? (that's quite a drastic statement my friend!)

we'll still have the FC battery, won't we? the FC battery will still be the prefered battery for combatants, because you can't fly -any- of the ships that have over 50 energy turbo with the baby-batt.

Aside from the Centurion MkII, most ships that take 50 energy turbo average at a velocity of 200m/s... to go faster usually takes a little more than 50 energy, so FC is preferable. Baby-batt should be good for n00bs, but not better than FC in significant ways.

No one pulls off traveling constantly turboing either (you can't turn while turboing, so I'm assuming most people will have to let go of that turbo once or twice, jumping from system to system), and when you let go of turbo for a split second, your batt charges rather fast!

a 1 capacity 50 charge batt probably won't do anything to change rocketeers lives. it'd just be like FC for them... since if they spend more than 5 seconds not turboing in a sector, their batteries are going to be fully charged anyway...
May 13, 2005 CrippledPidgeon link
Well, I suppose that if you want to screw over rocketeers, just give sunflares and jackhammers drain as well. Like 10e, and they can't use the trader batt. Hell, even just 1e, and they can only fire one rocket at a time.
May 15, 2005 roguelazer link
I am now 0/0/0/8/4. I have a Behemoth, but nothing save for a free battery. When will this end?
May 29, 2005 The Noid link
Offcourse there's something wrong with that situation... We just can't decide on the best way to fix it :D

I'd propose a variable charge, 100J battery. charges with 50W when empty and at 10W when full. With a linear change in rate. This would mean it would take 4.02s to charge fully.
Make it cheap, and trade 3 or so.

The charge time seems better then the FC, but remember that with this battery you will allways reach the wormhole with an empty battery, so a FC battery is still better.

And it would suck for anyone who wants to use energy weapons.

Another cool battery would be one that drops the charge rate hyperbolic:
rate(E) = (rmax * X) / (E + X)
with
X = (Emax * rmin) / (rmax - rmin)

E = current energy charge.
Emax = maximum energy charge.
rate(E) = recharge rate as function of energy charge
rmin = minimal recharge rate.
rmax = maximum recharge rate.

If you give it a max charge of 500, max rate of 170, min rate of 15 it will take 18.1 seconds to fully charge.
It would allow anything to infiniturbo, but even if you use it on a ship with a drain of only 55 you will still be waiting a full 17 seconds at the wormhole because the energy level will level at 100.
But it would allow you to permanently chainfire with duel mega positron blasters! or a single gatling turret.
It wouldn't allow you to permanently fire a plasma devII, because it takes .57 to get the 60 energy for a shot, and that's more then the .4 rate of the plasma devII

That battery would suck for traders, but be great for attacking big stuff like queens and capships...
Jul 07, 2006 roguelazer link
 
Jul 07, 2006 thurisaz link
:P~~
Jul 10, 2006 Aleksey link
So which are your alt's stats now, rogue?
Jul 10, 2006 roguelazer link
0/0/0/8/5 still, almost 0/0/0/9/6, but I don't really bother enough to get the last couple thousand XP.