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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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An alternative to the jumping accuracy nerf.

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Poll: Is this (In general) a good idea?
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Yes
11.11%
1 11.11%
No
55.56%
5 55.56%
Dunno
33.33%
3 33.33%
Total 9 vote(s) 100%
* You voted for this item. [Show Results]

An alternative to the jumping accuracy nerf.
Offline Hone
09-16-2012, 09:53 AM,
#1
Banned
Posts: 4,577
Threads: 287
Joined: Jan 2010

Trade Jumping is rather... overpowered, and so it was nerfed, so that you appear further away from where you jump to. However, my main problem with trade jumping is not the cred per sec, but that it really doesnt encourage intaraction with, or even allow influence from outside parties. You always jump from a base, so if anyone you dont wanna meet turns up, just dock (Thats assuming they have a ship which can even survive the BS every jumpgroup has, along with the combined firepower of all the rest, as jumpers work in groups, for more than a few secs). And when you jump TO the destination, no-one can ever be there, cos you either jump to a base - in which case just dock - or a random distance away, which is impossible to predict, and so still basically invulnerable.


Therefore, instead of giving jumps inaccuracy, I suggest giving each system a "jump entry/exit point"; instead of scanning co-ords in particular spots for a system, you just scan co-ords, and get one for the system, then when anyone jumps there, they always go to the same spot. When you jump away from a system you have to go to the area to jump, so no jumping from right next to a safe base. This would remove the large distance you would have to cruise with the inaccuracy increasing creds per sec, and allow interaction by letting people wait on the spot, like traditional freelancer lanes. See, at the moment, the advantages of jump trading seem to be being balanced by adding in boring penalties that dont add anything for others, instead of by giving others, counters.

INRP these entry points could be something to do with the gravity of the planets and sun, and how they bend hyperspace and whatnot. They should be reasonably large, so even if you jump into the area where a pirate is waiting, you still have a chance of escaping.

Additional options:


1: Make this only for JD4s:

Tactical insertion could still be fun for those not hauling fleets.


2: Make entry points move around:


Co-ords expire I think, so you could have entry/exit points do the same thing. Afterall, the systems are all moving around, so gravity intensity would change. This could in fact finally give a decent reason for WHY co-ords expire! And it would mean pirates wouldnt be able to keep camping the same spot, theyd have to keep up with the changes, making it easier for traders to get through.


3: Different jump points for different directions:

Just as systems have more than one JG, they could have more than one JP. Afterall, you would encounter different gravitational effects when enetering a system from a different direction, so you could have a northern JP for jumping north, ect. This would (again) not let pirates camp EVERY JP into a system at once, and allow more jump traders to get through.


But I dunno how hard these would be to code.





Id also support the suggestion of making a non BS jumping ship with this. Something with lil firepower that wont require zoner cap alts as jumpers. Or the Army ferrying random traders around into other houses. As a balance bonus for jump traders, so they can do it more easily. I dont want to stop jump traders, just make em more interactive.


What do you think?



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Offline Tunicle
09-16-2012, 09:59 AM,
#2
Server Administrator
Posts: 6,003
Threads: 836
Joined: Jan 2008

For legal jumping you may find a "one stop shop" was written into the Gallia-Rheinland-Kusari trade talks.
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Offline Echo 7-7
09-16-2012, 10:09 AM, (This post was last modified: 09-16-2012, 10:20 AM by Echo 7-7.)
#3
Masterful Modder
Posts: 4,077
Threads: 99
Joined: Sep 2006

Your poll is flawed. You should have separate questions for each "Additional" question.

' Wrote:I know, I tried, but they only allow 3 questions, so I didnt have room along with the "general" one. So I guess you just have to vote for your favourite.
Did you know that?

Quote:Your poll is flawed.

There was a sig here, once.
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Offline Hone
09-16-2012, 10:13 AM,
#4
Banned
Posts: 4,577
Threads: 287
Joined: Jan 2010

I know, I tried, but they only allow 3 questions, so I didnt have room along with the "general" one. So I guess you just have to vote for your favourite.


Did you know that?

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Offline SnakThree
09-16-2012, 10:26 AM,
#5
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

Uch. Bad voting choices.

In general, I don't like the idea. I think that perhaps JD4 should only take ships with appropriate JD module for participating in the jump.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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