(11-21-2015, 04:40 AM)Hidamari Wrote: for what reason do you have to keep jumpdrives in the mod when it is blatantly obvious they are harmful to the game.
I agree with this completely. They're not healthy for the mod and it's evident the community does not want them around. Yet the devs desperately tty to keep them in game. Thank god the staff nerfed jump training (Although it took two attempts to get it right). Garrett had the right idea that they should just be deleted though.
(11-21-2015, 09:30 AM)Titan Wrote: Nerf cloak before jumpdrives
Maybe add weapon activation time after ship decloaks
And disable weapons when a player charging the jumpdrive
Make cloaks and JD's dependant on energy like Cruise Engine does.
Then it will become pretty useless, just some simple CDs or JD/CD disruptors and your whole energy is gone, you can't shoot ==> you can't dwefend yourself ==> you're a free blue, otherwise if you can either thrust away, or you're good at manuvering
Or just make both things SRPable, so they won't be that common and annoying
(11-21-2015, 09:30 AM)Titan Wrote: Nerf cloak before jumpdrives
Maybe add weapon activation time after ship decloaks
And disable weapons when a player charging the jumpdrive
Make cloaks and JD's dependant on energy like Cruise Engine does.
Then it will become pretty useless, just some simple CDs or JD/CD disruptors and your whole energy is gone, you can't shoot ==> you can't dwefend yourself ==> you're a free blue, otherwise if you can either thrust away, or you're good at manuvering
Or just make both things SRPable, so they won't be that common and annoying
Cloak is the one that needs nerf, uncloaking on someone with full energy is insta kill. There is no chance to run, Jumpdrive is the only way to survive against those cloaker.
I think Jumpdrives shouldn't allow you to jump another system but 5k away from the hostile fleet.
(11-21-2015, 09:55 AM)OCV-(M)E(ow)pona Wrote: Or just make both things SRPable, so they won't be that common and annoying
Indeed, while cloaked you'd want to reduce your power readings to avoid being detected by sensitive sensors (at least in theory), so draining the core to 10 if not 0-ing it out would be desirable. And Jumpdrives however are functioning as intended, a Jump-Drive is MEANT to take you far distances so it should be left alone. If folks still have a problem with it add acoulpe more minutes to it's charge time to allow attackers a fighting chance to take her down.
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(11-21-2015, 04:40 AM)Hidamari Wrote: for what reason do you have to keep jumpdrives in the mod when it is blatantly obvious they are harmful to the game.
For what reason do you believe that properly designed Jumpdrives (and cloaks, for that matter, although those are harder to pull of correctly) that allow players to quickly move to activity hubs yet don't offer a free get-out-of-jail card would be
(11-21-2015, 04:40 AM)Hidamari Wrote: harmful to the game.
?
Legitimate question. Although you're Dii, so you're gonna say something along the lines of "xd currently JDs are awful and discourage fights so they can never be different duh look at the mod's dwindling population that's clearly caused by jumpdrives, cloaks and PoBs".
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Cloaks are something that can be stopped - and be detected. Jump Drives cannot be stopped.
Something cloaked near you? Don't keep still. Additionally, use a Cloak Disruptor. Something has a cloak? CD it when the shield is off/or if you see the battery count go down.
There isn't anything much wrong with Cloaks - it's just up to the player to be competent and aware of their environment.
The only thing that needs changing is the Jump Drive - it's just ridiculous. It would have been nice if Jump Drives actually jumped in a fleet, rather than some cap that goes, "lol time to restock" and jumps out, then in again. Can't there just be a Jump Drive cooldown of 5 minutes/10 minutes or something?