Simply put, a jump engine for certain ships. EG, the carriers. When they are put itno the mod they will serve no purpose other than to be another version of a battleship. Giving them a jump ability would be something unique. If it were coupled with the docking too, they would become a huge help in battles etc.
The Jump engine is possible with FLHook (I've used it before online) and can be limited etc. Flight times are calculated too so you can't jump from the Tau's to Gamma in 5 seconds etc. All of these can be changed. You have a cool down time after the jump and it's possible to have all your energy depleted after the jump etc. Essentially anything you could think of problem wise has been solved already and most settings can be altered to fit whatever you want.
This might also work for the Barge that Tinkerbell wants. A very very long timer for it to jump (There's a countdown etc already, can be altered.) and a long cooldown afterwards. It would solve issues with jumpgates and jumpholes (Since they are mostly in asteroid fields they are impossible to get to in very wide ships) and would make perfect RP sense, since not all systems can build these massive ships. Especially since there won't be many of them floating about.
Back towards the carrier, coupled with the docking ability you would be adding a whole new dynamic to fighting tactics. So much more would be possible and far more fun I think. Holding out till your carrier can jump in and unleash it's docked fighters to help save the day etc. Surprise attacks would be useful.
Jumps are precisely done, down to the last meter. In the version I used you typed something along the lines of '/jump Coruscant 23000,0,12000' (Star wars mod)
The numbers represent the x,y,z coordinates from the centre of the system in meters. This can and has been changed to K instead in other versions to help.
Now you may say that this is impossible with technology at our time in the game however I point you towards the Liberty Backstory and more specifically this:
'528 A.S.
The Order of Cincinnatus convenes to consider the troubling events surrounding the
recent the Kusari/Rheinland trade embargo. In an effort to address their perceived
vulnerability, a secret shipyard is ordered built in Alaska (now the center of Liberty
secret research after the Texas Incident) to pursue the development of a new type of
propulsion system. Derived from the latest data decoded from Valhalla 1, this new
propulsion system would allow a ship to instantaneously jump across light years
without the need for either a gate or trade lane.'
We had the technology almost 300 years ago. Think of the advances we have made on it already and how important it would be for military organisations.
You may also say 'But you'll get Corsair Praefects jumping into New York all over the place!!!!!!!11one'
However they can already do that, this will not aide that very much at all too. Jumps take time that can be altered. The longer the jump, the longer the time. Jumps can also be limited so you can't jump more than a system away etc (No going from Sigmas to Dublin)
There is plenty of RP to back this up and it SHOULD have already happened but it has not.
We have the technology in game and out of it and the problems have already been ironed out.
This could add HUGE amounts of RP and gameplay to the mod and help make it even more unique.
Thanks for reading the whole thing anyway and if you didn't, read the last 3 lines at least.:rolleyes:
this would definitely be convenient, though I think it should apply to most of the large ships rather than just carriers. Cruisers, Battlecruisers, Carriers, and Battleships would all benefit from it (of course, i'm biased here because the junker salvage frigate is supposedly a cruiser-class vessel :D)
The power requirements would be quite high so I would limit it in that way, or simply by ship type.
On another mod that used it (Balance of Power. Vanilla FL completely balanced, capitals included, with docking and jumping.) I led Kusari and flew a Battleship with the docking and jumping. All worked like a charm.
' Wrote:Yeah, there is only one problem... ooRP. Easily could someone use it to invade NY. Like:
sair1:lets invade NY lol
sair2:lulz
sair3:i haz big battleship, lets go
this happens already. When the navy and LSF spend 99% of their time sitting at newark station, they have no way of stopping any large attack before it gets into new york, generally 'undetected', and then they get stomped.
As I said before, things can be limited. If someone is in Texas and can only jump 1 system away, they only have the advantage of being able to pop up wherever they want. Considering that ships tend to just appear in NY anyway, things wouldn't change much in those regards.
' Wrote:this happens already. When the navy and LSF spend 99% of their time sitting at newark station, they have no way of stopping any large attack before it gets into new york, generally 'undetected', and then they get stomped.
Indeed, I see your point.
Those power requirements... You mean like depleting power generator? This way, the ship couldn't fire the guns immediately after jumping. Or maybe the shields would went down for like 30 seconds after the jump. Or maybe before jumping, this would make escapes hard.
I wrote a really funny FL story, but it disappeared when the old forum went away. So, no lulz for you today.
From the version I used, you could not fire etc when your jump engine was counting down (powering up).
You can also have those energy depletion restrictions too.