(10-06-2017, 09:16 AM)Foxglove Wrote: The problem that has been outlined here is not with blind jumps, but with the fact that all Nomad ships use the same jump drive. What we need is three versions, just like the humans have.
Snubs get a jd that cannot jump people with them but maybe has a fast charge.
Gunboats and cruisers get a jd that can jump people that are 100m away from then at a longer charge.
Marduks get a jd that can jump in a large radius (500m?) and takes a few minutes to charge.
I talked to Huggie about this and we basically agreed on these points. You could turn the Nomad engines into jump drives instead of the cm, Spazz. They can't be unmounted so nobody can do mischief with them.
I actually very much agree on this, as this would probably solve many problems players see with it. And RP-wise would make even more sense
(10-06-2017, 07:05 AM)sindroms Wrote: see if we can make a few specific exclusions for the nomad version of jump mechanics by giving them much longer range in return to having the ability to jump without coords turned off physically.
And accuracy of /survey should be 100%, but blind jumps not acceptable sounds good with the points Foxglove stated above
(10-06-2017, 09:24 AM)sindroms Wrote: I know you need three versions, but I require a patch for the items to go in.
I am currently testing the concept with what I have available. And no, turning nomad engines into jumpdrives would allow for a cloak mounted on the ship.
Lets not underate the trust being placed in the factions with the jump drives. i doubt having cloaks and a jump drive at the same time with the nerfs your considering will be a huge issue.
Personally and ill say it again id rather we have different features between vagrants and khara and let diversity show between the factions. but again maybe im alone here.
as far as underuse.. well it was when the jump range was limited not when they were disruptable. i mean think about it. it ruined the fuel economy and applications for using them period.
Thank you for everyone participating in the test for nomad jumpdrives.
After taking in the responses in this thread along with ingame observations, I have come to the conclusion that Jumpdrives IN GENERAL need to be reworked and the first test will commence later this week. As for now, the nomad jumpdrives will be disabled with the server restart and they will most likely make a return for the Nomad Vagrants once the mechanics of disabling random jumps have been created.
The test has been successful enough. All changes will be reverted back during the next server restart.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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If you remove the ability to Jump 3.6kers and smaller for Jump Drives, well, it won't be #finalnail, Lord knows I'm not hopping on that meme, but as far as I know, there are exactly two groups that even use the Jump Drive to move Transports commercially, and I lead one of them, so removing the Transport capability off of Jump Drives would be symbolic at most.
Here's the thing, though.
THP routinely does random blind Jumps with Serenities to move the fuel around, and removing the ability for Transports to be Jumped would remove a bottomless source of lulz when we end up Jumping to, say, Unknown with a random Lane Hacker in tow.
A small reminder though that the commands for saving coordinates quickly are currently not working, (/savecoords). If blind jumps were disabled, it would really be cool if this shortcut would work.
(10-10-2017, 12:00 AM)Exodite Asmodai Wrote: If you remove the ability to Jump 3.6kers and smaller for Jump Drives, well, it won't be #finalnail, Lord knows I'm not hopping on that meme, but as far as I know, there are exactly two groups that even use the Jump Drive to move Transports commercially, and I lead one of them, so removing the Transport capability off of Jump Drives would be symbolic at most.
Here's the thing, though.
THP routinely does random blind Jumps with Serenities to move the fuel around, and removing the ability for Transports to be Jumped would remove a bottomless source of lulz when we end up Jumping to, say, Unknown with a random Lane Hacker in tow.
Im preparing for multijump trades for a month now. I bought some ships, survey modules and jump drives. Now Im upgrading the mining POB to core2, so it can have enough storage, and the building of 2-3 fuel POBs (for starters) is in preparation.
So I honestly hope, that this all was not in vein.