Jump drives are better than jumpholes and gates because you choose your exact destination. That is the only thing they ever had to provide to be phenomenally useful. Jumping more than a couple of systems is what makes them OP. Remove that and reduce the fuel usage so that more people can make little jumps, and they will be perfectly fine.
@OP
a great idea, but well..
The more things we add to Hook, the less stable and more buggy the server will get...
So while your concept is simply brilliant, it may prove to add more headaches and problems then it solves.
The suggestion that Miranda and I discussed (one which it would seem many other users also thought up) is a beacon system.
Players can build these beacons and they'd serve as small player bases (and have a beacon module you can build on your base too) which need a small crew and goods to operate. You jump from beacon to beacon. There would also be a range limit on how far you can jump. Beacons would be destructible too.
Profits for this would have to be adjusted of course, but the effect is that you gives pirates a higher chance to catch jump convoys as opposed to how it is now. Also means the jump traders have to maintain their jump network as opposed to how it is now where you merely scan and go.
I also suggested that Jump Gates serve as public jump beacons too.
Player base "beacon" modules (takes a slot) that you can jump to, but the code would change daily to hinder its effectiveness.
It would not require much (if any) recoding at all either, only a little bit added. Simply use the existing code generator but use the base's coords, 5k precision, 24h degeneration, /base code uses current day number floored to integer.
i suggest that nerf should be done to 50 k from jumping location its good enough because a jumper needs to spend time for it cant earn like a robber inside an open safe of bank .....he need to spend some time for the jump
for player bases they are not a bg deal they need to spend time for it trading is what need to spend time ...Struggle for the cash even jump drives make that struggle even minimum to 30% for te cash only needs to spent some time
' Wrote:i suggest that nerf should be done to 50 k from jumping location its good enough because a jumper needs to spend time for it cant earn like a robber inside an open safe of bank .....he need to spend some time for the jump
for player bases they are not a bg deal they need to spend time for it trading is what need to spend time ...Struggle for the cash even jump drives make that struggle even minimum to 30% for te cash only needs to spent some time
Have you considered hiring a spokesperson? This is completely unintelligible.
' Wrote:The suggestion that Miranda and I discussed (one which it would seem many other users also thought up) is a beacon system.
Players can build these beacons and they'd serve as small player bases (and have a beacon module you can build on your base too) which need a small crew and goods to operate. You jump from beacon to beacon. There would also be a range limit on how far you can jump. Beacons would be destructible too.
Profits for this would have to be adjusted of course, but the effect is that you gives pirates a higher chance to catch jump convoys as opposed to how it is now. Also means the jump traders have to maintain their jump network as opposed to how it is now where you merely scan and go.
I also suggested that Jump Gates serve as public jump beacons too.
Any other solutions people have thought up?
Just awesome.
That will lead to a faction who will sustain beacon and tax. Or just sustain one above a particular location and tax it.
To use a beacon as the base feature you will need a tag list.
And maybe a storage to stock fuel and make jumper pay it.
Also no need of crew or that will be an hell to supply.
Since a beacon is like a satellite. And since it will be I guess easy to destroy it should not be to expensive to build and maintain.
That will lead to a faction who will sustain beacon and tax. Or just sustain one above a particular location and tax it.
To use a beacon as the base feature you will need a tag list.
And maybe a storage to stock fuel and make jumper pay it.
Also no need of crew or that will be an hell to supply.
Since a beacon is like a satellite. And since it will be I guess easy to destroy it should not be to expensive to build and maintain.
I can't tell if sarcastic or not.
Yes, I'm sure some factions will build beacon networks, maintain them, and sell their use (I would); I don't see an issue with that as it creates more activity. Nor sustaining one beacon as part of a larger network.
My idea was a basic one. It really all depends on how the programmer codes all of it. Puv mentioned having the base beacon module generate a code that shifts daily. You could have the regular beacons work in a similar fashion. That is, the coord it gave me yesterday becomes less acurate or stops working after a set time. I have to physically be at the beacon and type /beacon (or something) to request the up to date coord from it. Obtaining up to date coords from the beacons would be part of maintaining them (you could ge up to date coords when you drop fuel and such off at it).
Hell, a jump convoy can maintain and update the network as they move along it. Just means that the more traffic a network sees by those maintaining it the easier it is to maintain. If you stop using it, it will degrade and eventually fail.
It's also a tool to tax as I said or make it open use.
The tax thing was just an idea.
Like you build a Beacon factory ( which can replace the survey one) You build a beacon ( different type as example one with storage for fuel and such)
You go where you want to place it you deploy. Then to use it you can put it on free use and send the beacon name to everyone or make it a profit platform , if somebody want to use it you add the tag and he pay you a monthly fee as exemple.
and each day you supply the beacon with as exemple BA and H fuel if needed.