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Adjustable E-Jump? |
Rykros1987 Fleet Admiral
Joined: October 01, 2012 Posts: 88 From: Not in an asylum. Yet.
| Posted: 2012-12-22 12:32  
I got an idea. An Adjustable E-jump range. Could make it like a slider bar like velocity is in the hud area...that would range between 1k-18k gu.
This would help missile/fighters/long-range ships to not have to go into their f2 while being fired at and calc/plot a point 2-2.5k gu away to get away from a target that just e-jumped them. It takes way too long to do that and this would give them an easier way....just set e-jump to 2.5k and when someone point jumps you, you hit shift+j and then volley them at a distance.
Just an idea. Wondering if anyone else thinks this would be a good idea? D:
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-xTc- ExisT Chief Marshal Army Of Darkness
Joined: March 20, 2010 Posts: 534 From: Red Lobster
| Posted: 2012-12-22 12:41  
I believe the distance of your e-jump is already determined by your velocity at the time of jump but I could be wrong.
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Achilles Lord of the Myrmidon Grand Admiral The Myrmidon Legion
Joined: December 15, 2009 Posts: 327
| Posted: 2012-12-22 13:21  
or you could just press "j" when you want to stop
not to sound mean or anything
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Rykros1987 Fleet Admiral
Joined: October 01, 2012 Posts: 88 From: Not in an asylum. Yet.
| Posted: 2012-12-22 13:28  
Actually the e-jump is always a max distance of 18k regardless of velocity. Just point jumping(how close to target you emerge) is determined by velocity.
Hitting "j" just doesn't work well. You end up either too close or too far away most the time imo.
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Brutality Marshal
Joined: May 25, 2009 Posts: 659 From: Alaska, USA
| Posted: 2012-12-22 14:17  
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On 2012-12-22 13:28, rykros1987 wrote:
Actually the e-jump is always a max distance of 18k regardless of velocity. Just point jumping(how close to target you emerge) is determined by velocity.
Hitting "j" just doesn't work well. You end up either too close or too far away most the time imo.
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That's part of the skill of e-jumping while your moving. Takes a bit of practice that's all. [ This Message was edited by: Fatal Brutality *COM* on 2012-12-22 14:18 ]
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2012-12-22 15:05  
if you have enough time to set a jump target, its not an emergency.
if you need to get out of the immediate area 'right the hell now', thats what the emergency jump is for. not as a get out of jail free card (not every time at any rate)
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Rinzler Vice Admiral
Joined: January 15, 2005 Posts: 13
| Posted: 2012-12-22 22:59  
The idea is not without merrit. The Nav has been lacking adjustable fixed points and shared points of interest within groups.
Not to mention this right click business of insta follow target is crap. Why is there no toggle option on that?
Good job on the snow.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-12-22 23:03  
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On 2012-12-22 14:17, Fatal Brutality *COM* wrote:
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On 2012-12-22 13:28, rykros1987 wrote:
Actually the e-jump is always a max distance of 18k regardless of velocity. Just point jumping(how close to target you emerge) is determined by velocity.
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That's part of the skill of e-jumping while your moving. Takes a bit of practice that's all.
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+1, e-jumps can be practiced and perfected. you can even use e-jump to quickly chase an enemy who e-jumped away.
@maxrange velocity of your jump drive doesnt change (2400 gu/s for humans, 3000gu/s for luth and 2000 gu/s for HMA/stations). what is random is the time for which your jump drive keeps running.
from what i've seen, this time varies between 4 and 9 seconds, giving you a range of 8-27 kgu if you dont abort the jump.
@adjustablejump e-jump is unpredictable, and is meant to be. you may survive after e-jumping or you may get chased down instantly after a jump. its for getting you away a decent distance, quickly, and not for helping you maintain range in combat. the moment you press shift+j you're kinda declaring that you dont want to fight or get destroyed (and youre panicking. we all do)
on a side note, the same idea should apply to point-jumps. they should be unpredictable too, because JDs are for travelling, not for action stunts. [ This Message was edited by: Mike Paradox on 2012-12-22 23:09 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2012-12-23 05:57  
IMHO, the easiest fix for ejumps would be to make them run till the fuel runs out, or the pilot cuts it by hitting J.
Plus, since its an ejump, there should be a penalty where the JD gets damaged to 25%, needing reps.
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| Dark Hiigaran | Chief Marshal
Joined: July 07, 2007 Posts: 426 From: Slovenia (Europe)
| Posted: 2012-12-23 06:24  
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On 2012-12-23 05:57, Kenny_Naboo[+R] wrote:
IMHO, the easiest fix for ejumps would be to make them run till the fuel runs out, or the pilot cuts it by hitting J.
Plus, since its an ejump, there should be a penalty where the JD gets damaged to 25%, needing reps.
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+1
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Brutality Marshal
Joined: May 25, 2009 Posts: 659 From: Alaska, USA
| Posted: 2012-12-23 16:10  
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On 2012-12-23 05:57, Kenny_Naboo[+R] wrote:
IMHO, the easiest fix for ejumps would be to make them run till the fuel runs out, or the pilot cuts it by hitting J.
Plus, since its an ejump, there should be a penalty where the JD gets damaged to 25%, needing reps.
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seems sensible to me. If its not to hard to implement, +1 from me.
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