(03-20-2013, 08:17 PM)Jinx Wrote: jumpdrives: Jumpdrives are restored to previous jump capabilities but this is temporary. We will be changing them in some way in 4.87
(03-21-2013, 11:50 AM)Jinx Wrote: the idea is not to remove group jumps at all. - just jumping with the barge.
and
(03-21-2013, 12:27 PM)AeternusDoleo Wrote: Explanation for that is simple. Jump drive distance = 1 jump plus cruise, with a very low chance of a hostile encounter or other forms of interaction. Main trader distance is generally at least 5 jumps.
Jump drives were intended to allow fleets mobility. They were never intended to make trade riskless. Especially barge-jumping is an issue, as the barge has crap maneuverability, which is suddenly buffed to the extreme with a jumping ship.
the funny part is when i do see barges even flying with full ore yesterday and many days before. This trough several houses, wich where not pirated at all. made even a kudos post for that one. (Barges can use tradelanes if you know how. with 0 help btw) Also the ones who are abusing it are jumping it the whole time. I can post names. but not going to make a trial by forum. PERIOD. from the ones doing it are maybe 3 or 5 from the 50 barges ingame now? So again the majority has to pay for the minority. Also you let group jumping still be allowed? funny part is if JZ would still exist it would be the same as with a barge. even more efficient if people work good together. With 0% chance of piracy. If they see a pirate in the system they just use another jumproute. To do barge jumps takes too much time. you get 1 npc against you and the jump is wasted for 60% of the times.
In short sollutions:
- Make a time limit on the jumpdrives like on the jumpgate/jumpholes to re- enter. (This forces people to earn less then plain using tradelanes. so to make more RP.)
- Make the barge owners more responsible. As the ships are given by SRP. Wich admins are allowed to take away your TOY. (as its about the barges it seems)
For the cloak:
the cloak itself has nothing wrong with it. Mostly the complaints are about not be able to destroy the one who is cloaked. The problem lies not within the cloaking. but within the armors. if i you read the infocharts of em in the game you can say this is meant to be:
- Universal armors for snubs and freighters
- heavy armors for gunboats and transports
- cap armors for cruisers and battleships. (maybe barge too? as its so big ship and by houses seen as cap?)
the problem lies with this. as how many pirates tries to kill some traders with a cau8? seen some flying around and its the same as saying the cloak too OP. So the ones who say cloak is too OP use their OP armors on transports to run away. WIth this you could also say pirates need cruisers to at least be able to destroy a transport. as with a GB you can shoot ages on a transport imagine a shire with cau8 seen those too. they are just overpowered and too OP to even try to pirate. Then again some big ships use the universal armors for having more cargo space with a good additional armor. 20 cargo space is not much for a bs with a lot of hull already. wich gives bombers a pain in the ass to kill them and the big ships an additional good cargo amount to put cloak or i dont know what on it.
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A question - will CD work only on a cloaking vessel (only while that 15/30/60 second timer is ticking, effectively breaking the countdown), or we'll be able to spam CDs around and decloak any cloaked ship? In latter case, it'd severely negate their ambush capabilities, when enemy knows that you're coming after them and your exact numbers/ship types, from player list.
Second question - what is the purpose of the personal jump drive in the eyes of DevTeam?
Does it mainly include ability to save 3-4 minutes on travelling through tradelanes within your ZOI, for the price of JD, Scanner and monthly scanning of important jumping locations, or is it supposed to be capable of taking ship out of the trouble as well? Or something else, perhaps?
(03-20-2013, 08:17 PM)Jinx Wrote: this is "official" for now - things are in motion - and it does take time to fix / balance stuff. - feel free to argue about it - but keep in mind that this is not the final solution that we currently have - it is just to fix some serious problems.
You have given us the chance to make toys and we grabbed it, now you want to change it. That is not good. Not good for players - too many players have spent a lot of time making this toys. Not good for a mod. Frivolity changing things in the middle of the mod.
Cloak has one purpose - intended to be invisible, not for ambush not for escaping, how is it used depends on the player.
Don't change purpose, create of the new toys.
1. Cloak scanner - using subspace scanning, will be able to detect invisible ships and be mounted on slot for regular scanner but only one can be mounted (can see invisible ships and only invisible ships, meaning you can't see ships in scanner list which have no cloak and can only see them in visual contact)
2. Cloak CD - who will be able to track invisible ships (can track invisible ships and only invisible ships).
Same thing is with the jump drive - Jumps have one purpose - to jump, how is it used depends on the player.
(03-21-2013, 11:50 AM)Jinx Wrote: the idea is not to remove group jumps at all. - just jumping with the barge.
If you have a problem with the powertrading (Barge) then say it and create 1.0 delete rule for powertrading and tell that to the players.
"If we catch you that you jump with the barge, your ship will be deleted" but stop behaving like you do not know what you want.