' Wrote:The amount of fuel cloak takes up 1 unit per second... 80% of pirates are in snubs so those 1-5 points can't happen with them and even a GB can only do a few minutes.
no way 80% are in snubs... maybe a 3rd of the ones I fight are in bombers, a few in pirate transport, the rest are in gunboats
a couple of minutes i s a long time when they can see who's coming with metagaming and prepare
2mill doesn't consume any cargo space, what else are they going to use it for
I can virtually guarantee that the downsides will far outweigh the benefits of the cloak for most players. The people that end up using it on a regular basis will mostly be Order players, LSF players in Grizzlys, and the odd savvy smuggler. For everyone else, it's a waste of cargo space for negligible benefit. I'm sure not going to use it on a pirate vessel.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
I had my doubts about both features, but I've proven wrong. Those are really nice ideas. Battleships can jump, that'll make much fun. They only need a trader-buddy who unloads some hauls of fuel besides them. And traders cloaking? C'mon that would mean they load a portion of their cargo with fuel, that's a loss of profit. Pretty much if you ask me. I think we'll see only a few cloak-traders.
But I foresee much fun uses of cloak in group piracy... just imagine a... nope, I don't want to tell all my cool ideas here...
I'm a little dissapointed and agree to what West stated earlier. I believe a bit of reworking is in order to do so otherwise you'll have a system that almost no one wants to use.
-"If we do not learn at least one thing a day....Our minds turn to stupor"- Kyle Sparrgrove -2005
The main problem with all these systems is that they remove the player from the "normal" universe, specifically having to deal with tradelanes and cruise. A couple of examples were already listed, where traders can avoid pirates and pirates can avoid lawfuls. Another example, if military forces can go from point A to point B in a far-removed system, without being spotted by patrols, what's the point of having patrols exactly? Everybody get their caps and just wait for the cloaked/jumping caps to show up.
This is compounded by some of the mechanics that are used to implement the systems. One obvious example, if a jump drive is stored in cargo hold and not mounted as equipment, then it can be traded onto the ship in space, and traded off of the ship in space. And if it works across multiple systems (even though fiction only allows worm holes to work across neighboring systems), then the charging delay and fuel costs are irrelevant--just start the invasion in your guard system where nobody will bother you, then tranfer the equipment to a trade ship when you arrive at the destination. Suppose instead that you had to mount it in (say) the thruster slot, with power taps in the turret slots, and that it could only work across one system at a time. Then you could still use it for RP, but you could not use it for no-hassle invasion.
All this stuff should mount in the thruster slot and use turret slots for power taps. Pick if you want to play in the public universe or your own universe.
Use a survey module, of which there are multiple types, to survey the destination first, then you can jump to the co-ordinates quite accurately.
Jumpdrives come in different size.
The 3rd type is only really for very large ships like Battleships.
The first 2 are smaller. They can be fitted to smaller ships.
I don't think they can be fitted to fighters or gunboats, but I may be wrong.
Folks might cry "Oh noes, my faction's ships can't use the drives!", not everyone will be able to.
If you wait a little, there's more information on these modules coming soon.
I can say that the fuel and cargo requirements of jump drives will probably negate their use for trading.
If you are transporting something incredibly valuable however, they would be perfect. Unless you jump into a sun.
I would not blame system that I havent tried yet.:rolleyes:
That is the idea of beta testing after all....
I would be happy to check the features and comment them AFTER I see how they work.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)