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[FAQ
Forum Index » » Developer Announcements » » Jump Drive Speeds...
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 Author Jump Drive Speeds...
Panimu
Cadet

Joined: December 09, 2001
Posts: 890
From: Manchester, England
Posted: 2002-06-19 08:00   
Quote:

On 2002-06-03 23:16, ViRGE wrote:
I'm just going to say this: The default jump drive must be faster and longer ranged.



Please do not make it faster. It would ruin much of the tactics.
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Deleted
Cadet

Joined:
Posts: 0
Posted: 2002-06-19 10:23   
I changed my mind after playing MV for awhile.

I'm in favor of a 2x speed boost, and maybe 1.5-2x range.
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Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2002-06-21 15:11   
Changing the system seriously impacts the game dynamics. Faster might be ok but certainly not 4x faster.

The logic around dictors being gravity well based suggests some very interesting tweaks to the DS mechanics. We already have planet based interdictor bases, why not create variable diameter interdictor bases? This would reduce or eliminate close-jumping to planetary targets.

Might be a very interesting strategic twist if nobody could jump within 5k gu of a star -- the inner planetary system might require ships to travel to/from them. This can be both a benefit and a curse as ships leaving this area have to clear the dictor zone.

Guess I've turned a jump-speed question into an interdictor one. I see a lot of potential here for additions that might enhance gameplay.

Nax
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Deleted
Marshal

Joined:
Posts: 0
Posted: 2002-06-30 07:17   
Faustus, idia of different range for different shipformats is great, but for example kluth are already deadly when jumping to theyr target, so higher speed is good, but after start and till last 5000qu or kluth became so hard to target that they will have almost 100% chance to fire first alfa strike whithout answer fire

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Will McBlack
Admiral

Joined: March 25, 2002
Posts: 444
From: The Netherlands
Posted: 2002-06-30 13:35   
What about 3 types of Jump Drives?

1. Tachyon Drive, Speed: 500 gu/s, Cost 10.000 credits, Faction: ICC/UGTO/K'Luth (Stock drive), Fuel: 5000 units

2. Warp Drive, Speed: 750 gu/s, Cost 12.500, Faction: ICC/UGTO (upgrade version of Tachyon), Fuel: 7500 units

3. Anti-Matter Drive, Speed 1000 gu/s, Cost 15.000 credits, Faction: K'Luth (upgrade of Tachyon), Fuel: 5000 units

Note that 2 and 3 have their own advantages... 2 more range and 3 faster.
Perhaps it is possible that those upgrade drives have other features as breaking an interdictor field (being able to jump in as is the case now, but the Warp Drive has a 50% change of breaking, while the Anti_Matter Drive has a 75% chance).

Just a few random thoughts.






_________________


Will McBlack
Admiral

Joined: March 25, 2002
Posts: 444
From: The Netherlands
Posted: 2002-06-30 13:36   
What about 3 types of Jump Drives?

1. Tachyon Drive, Speed: 500 gu/s, Cost 10.000 credits, Faction: ICC/UGTO/K'Luth (Stock drive), Fuel: 5000 units

2. Warp Drive, Speed: 750 gu/s, Cost 12.500, Faction: ICC/UGTO (upgrade version of Tachyon), Fuel: 7500 units

3. Anti-Matter Drive, Speed 1000 gu/s, Cost 15.000 credits, Faction: K'Luth (upgrade of Tachyon), Fuel: 5000 units

Note that 2 and 3 have their own advantages... 2 more range and 3 faster.
Perhaps it is possible that those upgrade drives have other features as breaking an interdictor field (being able to jump in as is the case now, but the Warp Drive has a 50% change of breaking, while the Anti_Matter Drive has a 75% chance).

Just a few random thoughts.






_________________


Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2002-06-30 14:04   
Sounds good but Double the fuel.
This will increase range and make more people come to MV cus you can jump withouthaveing to refuel in every system.

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