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Reasons to KEEP the cruise change - Printable Version

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Reasons to KEEP the cruise change - masternerdguy - 10-30-2009

' Wrote:Oh but if the cruise rule gets changed back then remove the entire thing.

Did they change the no cruise rule yet?

IF so, then why are you complaining? This means that using your cruise engine durring pvp doesn't equal having to leave the system for 4 hours.


Reasons to KEEP the cruise change - Dra1003 - 10-30-2009

If the rule gets changed back to useing cruise = you leave for for 4 hours. i think the cruise drain should be removed or the drain it cuases lowered alot.

Oh im not complaining atleast about the new cruise changes.

I just think they should keep the cruise drain becuase the rule reguarding even using cruise in battle was changed so now it doesnt count as fleeing. But if they change it back i dont see the point in keeping it.

Just sharing my thoughts on it.


Reasons to KEEP the cruise change - ed_philips38 - 10-31-2009

I'm an engineer, and have been for 42 years, both on land and at sea and I can say with complete honesty, the cruise drain has to be put as it was.

Definition of a cruise engine.

1. a. To sail or travel about, as for pleasure or reconnaissance.
b. To go or move along, especially in an unhurried or unconcerned fashion.

2. To travel at a constant speed or at a speed providing maximum operating efficiency for a sustained period.

Now if you don't want to obey the laws of mechanics, that's your decision.

Scenario 1

A vehicle that uses electrical energy to start the vehicle uses more power to fire up the engine, once started, the generator / alternator replenishes the used energy, not the opposite way round, otherwise you motor car would only recharge the battery AFTER you switched the engine off.

Scenario 2

A ship uses far more fuel and energy when manoeuvring in port than when at full speed, to reduce this power drain tugs are also used to help, another invention was the bow thruster, these are high powered water jets that are rotatable and are electrically powered.
During these manoeuvres a ship has to use more than one generator / alternator and also 2 air compressors, once under way, the secondary units are no longer required.

Scenario 3

A spacecraft uses huge amounts of fuel to move it, but again, once moving moving through a vacuum, the power core uses less energy / fuel.

These are facts of applied science and mechanics, therefore the cruise engine would use far more of an energy drain going from thrust speed to full speed.

Secondly, the cruise engine would NOT drain during long flight, otherwise you'd be unable to stop altogether and would simply crash into a planet or other object.

GET REAL, remove the cruise drain, it could NEVER happen even in a game.

Final Note.

When you undock and engage the engine, there's the time displayed along with a percentage the engine is taking to charge to full power, ONLY AT THAT POINT, would the power core drain.

EDIT: Forgot to mention, thrusters use more power and drain energy faster than cruise because they're designed for short bursts, not extended flight.


Reasons to KEEP the cruise change - Dark_Predator - 10-31-2009

MAke it so you son't have to wait 20 seconds to start recharging

At my Titan I must wait 30 secs to charge all energy!


Reasons to KEEP the cruise change - Kazinsal - 10-31-2009

Keep it but kill the time before recharge. And bring back the cruise is fleeing rule fer gosh sakes.


Reasons to KEEP the cruise change - Lucus - 10-31-2009

' Wrote:How? Right now, it's like the cruise engines use more energy then the reactor can produce, so it eats into the reserves (weapon energy). But, when it reaches the end of that reserve energy your speed remains the same? Odd.

I think the same. Voted other: undo.


Reasons to KEEP the cruise change - Ozuse - 10-31-2009


If FTL speed in freelancer is marked at 1000u/s, since tradelanes go that fast and thiose are FTL, 350u/s is 35% the speed of light. Does anyone but me think that you would need a lot of power to maintain that?

-Ok your right that does take a lot of power but consider this. 800+ years prior to when the game begins with Edison trent the old Alliance has the technology to jump across the solar system first with short range jumps and later with on-board worm hole creating technology... From just a fighter. I recall some analogy from a cosmology professor who stated that if you could take all the mass that makes up the planet Neptune and somehow converted it into energy you could create some ridiculously small wormhole considering all the energy you put into it. So lets assume that the people of Sirius do not have much energy concerns. I for one find that a lot of the technology Sirius utilizes is quite primitive considering the technology of its former glory. Wats max impulse speed now? 80 M/S or K/S (meters or kilometers per second) So starlancer ends with a prototype LF that has an impulse speed of 400 kps. Utilizing afterburner (and draining special fuel) the Shroud had a maximum velocity of 800 kilometers per second. With that kind of speed you could circle the earth in approximately 33 seconds If it could fly in atmo it could decimate a city just by the wind suction force that came in its wake.
Anyways my point is yes your the only one who thinks cruise engines take up tons of energy.

Even if you get CDed by some NPCs (or a pirate, i suppose) you can use your THRUSTER (http://en.wikipedia.org/wiki/Thruster) to survive until you get power back. Also, you have a massive armada of bots and bats.

Anything big-ish besides agile gunboats gets to afterburner around at 139, we don't like it and we aren't very maneuverable and we think its ridiculous when we cant get away from npc's. Also we don't have a massive armada of bats, maybe we kinda do with bots but the bats go away for me after 2 recharges and the second isn't even all the way. Plus we're talking only being able to traval at 139 thats not to fast to hope you can find somewhere to dock or jump out of system especially when u've got loads of npc's swarming in out of no where and you can't get them to stop shooting CD's.
As far as pirate players (and law enforcement), they don't let you get away unless they run out off CD ammo.


Reasons to KEEP the cruise change - mang109 - 10-31-2009

I love the new Cruise settings, its forcing people to RP at least abit before pewpewpew

Seriously, I've noticed a marked chagne.


Reasons to KEEP the cruise change - arvg - 11-01-2009

right, thrusters, great.

Still the Gallia problem, when EVERYTHING has a CD and the capacity to chew up a fighter and spit it out if it is defenseless.

Ok, what about getting rid of NPC CDs?

Or leaving them with Guard units only? I mean that at least removes my objection for the dang drain thing. I hate the endless NPC swarms all over my fighter. I can ignore them in a cap ship, but a fighter has a tough old time with certain units out there.

I say this, because lag is also a problem. There are times when I have to fight them off of me, and there are times when I need to run, shoot and run. I can't do that with the Cruise drain.

A lot of new faction players are in light fighters... you're basically punishing them for a Cap ship problem. they need something, anything, to compensate for their loss of ability and usefulness, otherwise it is just frustration.


Reasons to KEEP the cruise change - Shryke - 11-01-2009

You wouldn't need power to maintain it, only to achieve it.