09-29-2017, 03:04 PM
Thank you for everyone participating in the test for nomad jumpdrives.
After taking in the responses in this thread along with ingame observations, I have come to the conclusion that Jumpdrives IN GENERAL need to be reworked and the first test will commence later this week. As for now, the nomad jumpdrives will be disabled with the server restart and they will most likely make a return for the Nomad Vagrants once the mechanics of disabling random jumps have been created.
The test has been successful enough. All changes will be reverted back during the next server restart.
After taking in the responses in this thread along with ingame observations, I have come to the conclusion that Jumpdrives IN GENERAL need to be reworked and the first test will commence later this week. As for now, the nomad jumpdrives will be disabled with the server restart and they will most likely make a return for the Nomad Vagrants once the mechanics of disabling random jumps have been created.
The test has been successful enough. All changes will be reverted back during the next server restart.
Good day.
For those of you recently joined, players with Nomad characters used to have access to nomad jump gates, allowing the nomad official factions to quickly travel around to key parts of Sirius. These gates were similar in build to event POBs that act as teleports an were soon enough causing stability issues when the server had other such bases active.
This lead to the removal of these gates and, subsequently, a massive nerf to Wild and Nomad-related IDs in terms of mobility. This changes today with the introduction of a proof of concept.
THESE CHANGES ARE TO BE CONSIDERED TEMPORARY UNTIL THE TESTING PERIOD IS OVER
THE TESTING PERIOD FOR THESE CHANGES WILL LAST UNTIL 16h OF OCTOBER
ALL OF THE GEAR PROPERTIES AS DESCRIBED BELOW ARE NOT FINAL AND WILL BE EITHER FULLY REVERTED OR TWEAKED AS THE TEST GOES ON.
Changelog:
*Permanent Nomad Cloaks have been removed. All nomad cloaks use Nomad Cloak Batteries.
*Nomad snubcraft cloaks last for 2-3 minutes. Gunboats/Cruisers last for 5 and the Marduk cloak lasts for 10 minutes.
*Nomad cloaks now activate INSTANTLY. All of them. Yes, including capital ships.
A bug has been found in relation how this change interacts with multiple fuel types. The change has been reverted until a fix is found.
*Nomad Morph renamed to Nomad Navigator.
*The Nomad Navigator has the ability to scan for coordinates. The survey duration is 3 minutes. The process uses no fuel. This feature is only accessible for K'Hara and Vagrant IDs.
*K'Hara IDed and Nomad Vigrant IDed players using the Nomad Countermeasure Dropper instead of the Cloak now posses the ability to Jump and uses no fuel. Independent Nomad ID does not have this feature. The jump also has a bubble of 500m, allowing Nomads to bring Wild along for the ride during incursions. The charge time is 3 minutes. The charge can be disrupted, just like any other JD - but feel free to go in and abduct other people during fights - remember that this constitutes as a hostile action and can be legally defended against by any ID.
Questions and comments can be asked below.
Revision 1. 2017 10 02
Nomad Jump Drive ''bubble'' reduced from 500m to 150m
Nomad Jump Drive charge time reduced from 180s to 60s
Nomad Navigator coordinate accuracy reduced from 25k to 150k
Nomad Navigator coordinate survey time reduced from 60s to 10s
For those of you recently joined, players with Nomad characters used to have access to nomad jump gates, allowing the nomad official factions to quickly travel around to key parts of Sirius. These gates were similar in build to event POBs that act as teleports an were soon enough causing stability issues when the server had other such bases active.
This lead to the removal of these gates and, subsequently, a massive nerf to Wild and Nomad-related IDs in terms of mobility. This changes today with the introduction of a proof of concept.
THESE CHANGES ARE TO BE CONSIDERED TEMPORARY UNTIL THE TESTING PERIOD IS OVER
THE TESTING PERIOD FOR THESE CHANGES WILL LAST UNTIL 16h OF OCTOBER
ALL OF THE GEAR PROPERTIES AS DESCRIBED BELOW ARE NOT FINAL AND WILL BE EITHER FULLY REVERTED OR TWEAKED AS THE TEST GOES ON.
Changelog:
*Permanent Nomad Cloaks have been removed. All nomad cloaks use Nomad Cloak Batteries.
*Nomad snubcraft cloaks last for 2-3 minutes. Gunboats/Cruisers last for 5 and the Marduk cloak lasts for 10 minutes.
*Nomad cloaks now activate INSTANTLY. All of them. Yes, including capital ships.
A bug has been found in relation how this change interacts with multiple fuel types. The change has been reverted until a fix is found.
Furthermore:
*Nomad Morph renamed to Nomad Navigator.
*The Nomad Navigator has the ability to scan for coordinates. The survey duration is 3 minutes. The process uses no fuel. This feature is only accessible for K'Hara and Vagrant IDs.
*K'Hara IDed and Nomad Vigrant IDed players using the Nomad Countermeasure Dropper instead of the Cloak now posses the ability to Jump and uses no fuel. Independent Nomad ID does not have this feature. The jump also has a bubble of 500m, allowing Nomads to bring Wild along for the ride during incursions. The charge time is 3 minutes. The charge can be disrupted, just like any other JD - but feel free to go in and abduct other people during fights - remember that this constitutes as a hostile action and can be legally defended against by any ID.
Questions and comments can be asked below.
Revision 1. 2017 10 02
Nomad Jump Drive ''bubble'' reduced from 500m to 150m
Nomad Jump Drive charge time reduced from 180s to 60s
Nomad Navigator coordinate accuracy reduced from 25k to 150k
Nomad Navigator coordinate survey time reduced from 60s to 10s