Jump Engine - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Jump Engine (/showthread.php?tid=11625) |
Jump Engine - Linkus - 08-27-2008 FLHook can do amazing things. Jump Engine - X-Lancer - 08-27-2008 i would say use Cloak instead of Jump Engine is easiyer and better... Jump Engine - Turkish - 08-27-2008 It actually can be made so that a jump drive requires X amount of fuel cargo to be used. Cruise could be setup the same way, but I'm sure we can all see the complications of that. Jump Engine - Lutz - 08-27-2008 The idea of the jump engine is not bad but you have to keep them in RP so i think only give them to Factions who have the knowledge to use the technology or who are allied with one who can use it. Like Order and Corsairs. Order has the knowledge and Corsairs the Resources so both can work together for creating a jump engine or like Liberty Navy and LSF who research this many years ago or like Nomads etc. . I think only give them Factions who realy can keep this in good RP. I also agree with the idea of limited the using of thes engine for only 2 or 3 systems jumping and you cant fire or go on Cruise speed after that and to make it more safe for RP only give the engines from Admins or some restricted Dealers at a very high price. Jump Engine - Etaphreven - 08-29-2008 Jump drives (or engines) would rock. :shok: Hmm, smugglers' jump drives for example. 1. YN-9 Light Jump Drive - for ships with a cargo hold capacity between 500 and 1000 - requires 25% of total cargo capacity to install - uses 5 fuel units/klick jumped - maximum jump range: 150 klicks - may not perform system jump - jump cooldown: 180 seconds 2. TN-4 Medium Jump Drive - for ships with a cargo hold capacity between 1001 and 2500 - requires 40% of total cargo capacity to install - uses 7 fuel units/klick jumped - maximum jump range: 260 klicks - may perform system jump at a cost of 100 fuel units and 75% of the total energy capacity - jump cooldown: 300 seconds - system jump cooldown: 540 seconds 3. XT-3 Heavy Jump Drive - for ships with a cargo hold capacity between 2501 and 5000 - requires 50% of total cargo capacity to install - uses 10 fuel units/klick jumped - maximum jump range: 500 klicks - may perform system jump at a cost of 180 fuel units and 90% of the total energy capacity - jump cooldown: 420 seconds - system jump cooldown: 720 seconds As you can see, these are meant for roleplay, not so much actual profit from smuggling. So if you'd be looking for some RP, less productive, safer smuggling, these jump drives would help you. ... and by less productive I actually meant barely productive... since you'd have to consider the severely reduced cargo hold (the jumpdrive + fuel for it) and fuel costs. You'd probably end up at minus profits with one of these things on.:D Oh, and I can think of so many variations... drives with normal jump only, lower cooldown and less overall requirements, but very short jump range and high cost. Blah, i iz crazy. X_x Jump Engine - Armageddon - 08-30-2008 I like this idea.... Also the possibility of being allowed to do an uncalculated 10k jump would be nice. No starting time so its instant but basically drains all your power and shield energy. Its also completely randomly generated so near landmarks would be dangerous. I'd actually have the basic idea for all ships if it was implemented. But some do a short range system jump. Some do a longer range Intersystem jump. (I mean come on they had the tech to jump about 50 clicks using a jump drive 800years ago on fighters). Should be costly engine to buy. I mean for the worst in system only jumpdrive 100-150mil at least. It would actually add a lot more RP into most sectors. And the fact you need ot know what your doing would make it intresting. The jump engines could also have a fail percentage built in? Where ship go boom? Just thinking... Scrapper Warp Drive This was pulled from the original warp jump system used 800years ago in the great war. It was fitted to many fighters early AS but was discontinued due to lack of success rate. Range - 20k Energy Cost - 1500 (I know its low) Fuel cost - 10 H-Fuel Chance of failure - 90% cost 50,000,000 credits. It would ass immense RP and if it was made to be unprofitable it would = win RP far outweighs the time involved or possible abuse. Even better if chance of failure would be plugged in. Maybe jumpdrive takes armour slot? Jump Engine - Cyro - 08-30-2008 Great ideas, just please limit it... I can already see indies using this wherever they can. Jump Engine - Armageddon - 08-30-2008 Am i right in believing you can stop a jump out around a planet? Sort of a gravitational field that stops it from working? Jump Engine - Saigo.Watanabe - 08-30-2008 i like the idea, but it has to be balanced, obviously... but it would be annoying if you was attacking someone and saw them jump straight to the opposite side of the universe? i would say you could only use it once a every 1-2 hours with no shield and energy while starting the jump countdown and for about 30-1 min after u jumped? i dunno, but it could bring in new rp aswell like: "Enabling Jump Engine, Systems temporaily down" "jumping in 30" "jumping in 10" "jumping in 5,4,3,2,1" "woooooooosh" i dunno just a idea, but it would be cool if you could do it as a group aswell:P Edit: but only being able to do it through 2 systems or summat? just a idea Jump Engine - SevereTrinity - 08-30-2008 To stop people abusing it in PvP fights, give it 60 second charge up time, and can be CDed with ease >:D |