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Micro Jump Drive I

Author
Gerrick Palivorn
Caldari Provisions
Caldari State
#41 - 2012-05-14 10:32:07 UTC
Quote:
556.[+] Micro Jump Drive Operation
557. [+|n] propulsionJammingSkillBoostDurationBonus
558. [+|n] skillEffect
559. [+|n] skillMJDdurationBonus
560. [+] capacity: 0
561. [+] durationBonus: 5.0
562. [+] mass: 0
563. [+] primaryAttribute: 165.0
564. [+] requiredSkill1: 3449.0
565. [+] requiredSkill1Level: 4.0
566. [+] requiredSkill2: 3455.0
567. [+] requiredSkill2Level: 2.0
568. [+] secondaryAttribute: 167.0
569. [+] skillLevel: 0
570. [+] skillTimeConstant: 5.0
571. [+] volume: 0


line 559 and 561

basically a 5% reduction in duration per level, so at MJD Operation V it'll be a 22.5 second spin up instead of 30 seconds. Still I like the idea and am interested to see how it will be used.

MMOs come and go, but Eve remains.  -Garresh-

Arklan1
The Scope
Gallente Federation
#42 - 2012-05-14 10:55:01 UTC
very interesting possibilities here.
specializt
State War Academy
Caldari State
#43 - 2012-05-14 15:26:16 UTC  |  Edited by: specializt
Jace Errata wrote:

I don't think you could even get to the next system at that kind of jump range.


Sorry but you appear to have no clue about the distances in EvE - neighboring systems are usually less than 1 LY from each other (there are quite a few exceptions, of course) --- you might want to open up the market and look at the details of jumpfreighters and carriers, you'll have much to discover. For instance : a range of 11 LY will usually cover 5-12 systems, it really depends.

Quote:
the closest star to Earth is over four lightyears away.

Are you ACTUALLY comparing a fictional universe with our real universe here?? I'll just assume this was some weird mistake, lets ignore that for now ...

SO : having a maximum range of 2 LY will enable sub-capitals to jump between 2, maybe 3 or even 4 systems - i guess that'd be a fair trade and wont **** up the balancing too much ... nobody wants to do 20 MJD-jumps (which are REALLY expensive) just to save half an hour --- an additional drawback could be the fuel-consumption, having just enough fuel for 2 jumps will certainly limit MJD-ganks
Palovana
Inner Fire Inc.
#44 - 2012-05-14 17:12:03 UTC
I remember using one of these back in 1979.

The game was called ASTEROIDS, the button was called HYPERSPACE, and sometimes it would drop you right in front of a speeding rock.

If this is implemented it should randomly deal 2500 damage (non-tankable) to a ship, 25% of the time due to space-time distortion effects or some other sci-fi reason.
Aeril Malkyre
Knights of the Ouroboros
#45 - 2012-05-14 17:14:36 UTC
This looks like an interesting piece of tech. My fat assed AC Mael could use it effectively in those large mission fields to essentially hot drop myself into or around optimal range of a pack of rats that hasn't spotted me yet.

I've never been mad or rich enough to PvP in a BS, so I'm not sure what use it would be there. Unless your scout dropped a buoy at the outer edge of the grid, and you could skip jump into the fight in a blink. An interesting tactic might be to drop in a group of sniper BS mixed with AC BS, and have the snipers pound the target while the AC's spool up to jump in and chew on it in person. Pure speculation on my part.
tookar
Viziam
Amarr Empire
#46 - 2012-05-14 18:59:00 UTC
I think the EVE cluster is set in a globular cluster where stars are much closer together than they are in Earth's part of the galaxy.
Lucy Ferrr
Sebiestor Tribe
Minmatar Republic
#47 - 2012-05-14 19:36:18 UTC
Terminal Insanity wrote:
Anything that provides additional escape options is just making a bad problem worse.

Nobody fights in eve as it is. Infact, most of the combat is now consensual. People are getting frustrated and just arranging fights or joining alliances like RvB simply to find combat.


My thoughts exactly. We don't need more ways to flee.
Selinate
#48 - 2012-05-14 19:39:37 UTC
I'd rather see all ships equipped with jump drives and stargates done away with, but that's just me...
specializt
State War Academy
Caldari State
#49 - 2012-05-14 20:14:23 UTC  |  Edited by: specializt
Selinate wrote:
I'd rather see all ships equipped with jump drives and stargates done away with, but that's just me...

... but how would you choose the entry and exit-points? Random? That'd open the door for gankerkiddies hence destroy the game ultimately. Fixed? That'd be equal to stargates, except for the fuel-costs which would make space-travel very expensive and wipe roam-fleets out of existence
Jace Errata
Caldari Provisions
Caldari State
#50 - 2012-05-15 08:29:17 UTC
specializt wrote:

Sorry but you appear to have no clue about the distances in EvE

Correct! :D

Quote:
Are you ACTUALLY comparing a fictional universe with our real universe here?? I'll just assume this was some weird mistake, lets ignore that for now ...

I figured since I didn't know the actual distance, I'd point out the realistic distance, in the hope that since CCP is apparently trying for realism, I'd be somewhere close to an accurate guess. I was wrong, but it's no big deal. Thanks for clearing it up!

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Tobiaz
Spacerats
#51 - 2012-05-15 09:56:53 UTC  |  Edited by: Tobiaz
Lucy Ferrr wrote:
Terminal Insanity wrote:
Anything that provides additional escape options is just making a bad problem worse.

Nobody fights in eve as it is. Infact, most of the combat is now consensual. People are getting frustrated and just arranging fights or joining alliances like RvB simply to find combat.


My thoughts exactly. We don't need more ways to flee.


A 20 to 30 second charging time makes it quite useless for fleeing and it's static warping range makes it also useless for almost everything else. I'm also guessing scramblers and disruptors will disable it.

I'd rather see it with a configurable range and consuming some isotope fuel as well. It IS a jumpdrive after all.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

specializt
State War Academy
Caldari State
#52 - 2012-05-15 22:25:38 UTC  |  Edited by: specializt
Tobiaz wrote:

I'd rather see it with a configurable range and consuming some isotope fuel as well. It IS a jumpdrive after all.


even if it reaches tranquility it will certainly need fuel - and it WILL be usable in PvP because thats the primary purpose of it; i guess they'll invent some other drawback as a replacement, like 1000% sigradius-increase, 500% of which take effect even if the module is offline --- or something similar awful
Gogela
Epic Ganking Time
CODE.
#53 - 2012-05-15 23:02:13 UTC  |  Edited by: Gogela
So I thought the cloaky nullified tengu was uncatchable before, but now I can fit a "target breaker" and a micro jump drive mid for a tri-propulsion god mode travel ship.

okeedoekee... What?

Signatures should be used responsibly...

Gogela
Epic Ganking Time
CODE.
#54 - 2012-05-15 23:08:57 UTC
Here are some ideas for counter modules:

Singularity Module - exerts some force on ships within field of effect. Drags all ships and object towards yours at a rate of XXXm/s. Triples align to warp time for ships w/i field of effect.

Heavy Target Lock - mid slot module that negates effect of "MagSheath Target Breaker I" on targeted ship.

Signatures should be used responsibly...

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