These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Proposal] Scripts for Micro Jump Drives

Author
Tabris Katz
The Forgotten Children
#1 - 2013-06-24 16:25:23 UTC
So this is an idea some corp mates and I came up with and I thought it was worth putting on the board, scripts for Micro Jump Drives.

If you haven't used Micro Jump Drives (MJD) here's a brief run down for ya.


  • They can only be fit to battleships.
  • Once activated they begin a cycle (length of which is variable based on skill) that will move you 100km in the direction you're facing. The move occurs once the cycle is complete.
  • After the jump is complete there is a 3 minute cool down before you can jump again.


So that's how they currently work, now this is can be fun just jumping around battleships or when getting in range with rats. However when you're dealing with pvp this much less effective, because as soon as people see you activate the MJD they know you're going to be moving 100km. So what we're suggesting adding scripts that vary the distance you can jump with a MJD.

Here are some ideas we came up with:


  • A script that decrease the jump range and cool down time (50km jump and 1.5 minute cool down for example)
  • A script that increase the jump range and the cool down time (150km and 4 minute cool down for example)


What are peoples' thoughts on this?
Gareth Burns
Bumpacarz
Bears Don't Count Inc.
#2 - 2013-06-24 16:37:42 UTC
+1

I like customization, and this doesn't really hurt anything IMO

Noblesse Oblige ► Gareth Burns

Sarkelias Anophius
Aliastra
Gallente Federation
#3 - 2013-06-24 17:03:37 UTC
This seems to make perfect sense, actually.

I like it.
Achuk
Jump's Reach
#4 - 2013-06-24 17:18:24 UTC
Alternately, you could keep the fixed 100km jump range and have the scripts work to cut down activation time by 50% in exchange for a longer post-jump cool down or vice versa.

Something like:

50% less activation time required / 25% more cool down time
25% less cool down time / +100% activation time required

(since cool down is already far longer, a smaller % increase will have a big effect)

Or do both....but it seems like CCP likes having 2 script options for a module, so I doubt both the OP's idea and this could both get implemented.
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#5 - 2013-06-24 17:54:02 UTC  |  Edited by: Katrina Oniseki
I think the range scripts would end up being more useful than the spool up and cool-down scripts. I think both of the range scripts should come with a penalty though, just a different penalty for each.


  • 50km Microjump but with 50% LONGER ACTIVATION time
  • 150km Microjump but with 50% LONGER COOLDOWN time


The longer activation for the short jump would help balance out the very strong range control given by shorter jumps. The longer cooldown for long jumps would do the same, but by allowing unscripted 100km MJD fit snipers to still outrun you.

As far as lore, you could say the recalibrating the MJD for a shorter jump takes more time to do the spool-up calculations. Longer micro-jumps overheat the drive and require a longer cool down.

Katrina Oniseki

Vic Teishikuro
Tactical Chaos Corp
#6 - 2013-06-24 19:58:41 UTC
+1 this
Mole Guy
Deep Space Coalition
A Class Apart
#7 - 2013-06-24 21:59:03 UTC
• 50km Microjump but with 50% LONGER ACTIVATION time
• 150km Microjump but with 50% LONGER COOLDOWN time
??????????????????


you are jumping 1/2 as far, it requires 1/2 the power which means 1/2 the time needed to spool up? why would you give it 50% activation time?

i love the idea of tuning your mjd per scenario. +1

it should be this way:
50km-means you need 1/2 the spool up time.
150km means 1.5 the spool time.

one might even go so far as to add reactivation time penalties as such:
50km- normal recycle time
150km- double timer (6 minutes)

we could change to having 4 scripts. 2 for range or 2 for speed

50km
150km

the 2 range scenarios i proposed and then these:
1/2 jump timer with double cool down
or double jump timer with 1/2 cool down.

if yer escaping from pvp, you can hit the 1/2 jump timer and bug out. let it cool down at the next pos or station.
if yer in 10/10 and using them with sniping drones or cruise missiles, you dont need to be so hasty, one could hit jump and itll take 24 seconds or so, but you can reuse it quicker if needed.
Zaknussem
Everybody Loves Donuts
#8 - 2013-06-24 22:49:55 UTC
I support this. Most of the follow-up ideas are good as well.

When WAS the last time we saw a scripted module anyway?
Grunnax Aurelius
Caldari Provisions
Caldari State
#9 - 2013-06-24 23:18:07 UTC
add an Overheat Function that makes it a 1 LY jump drive that can lock onto a cyno, automatically burns out the module and has a 40% chance of destroying the module after jump. Maybe?

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Alvatore DiMarco
Capricious Endeavours Ltd
#10 - 2013-06-24 23:25:07 UTC
While I'm not completely sure the post above mine is serious and while I'm not sure any of the specific script ideas posted so far are good, the notion of being able to script or toggle different modes in the MJD (as well as adding Medium and Small MJDs) does have quite a lot of potential. So far, I feel like the best option is to decrease spool-up and cooldown for a shorter jump and increase both for a longer jump.
Drake Aihaken
CODE.d
#11 - 2013-06-25 05:08:23 UTC
Grunnax Aurelius wrote:
add an Overheat Function that makes it a 1 LY jump drive that can lock onto a cyno, automatically burns out the module and has a 40% chance of destroying the module after jump. Maybe?


How about an Overheat Function that increases the warp core strength to -2?
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#12 - 2013-06-25 06:26:55 UTC
Drake Aihaken wrote:
Grunnax Aurelius wrote:
add an Overheat Function that makes it a 1 LY jump drive that can lock onto a cyno, automatically burns out the module and has a 40% chance of destroying the module after jump. Maybe?


How about an Overheat Function that increases the warp core strength to -2?

pointless, because disruptors are ineffective against MJD and scrambler prevents its activation. How will you overheat something that you cannot activate? If you add scrambler immunity - module will become OP.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#13 - 2013-06-25 09:34:23 UTC
I've already proposed scripted MJDs, although as a T2 variant of the module.

Much like T2 ammo can modify the effective range of the guns (long range guns act more like short range guns with, -75% range, but +25% tracking, short range guns act more like long range guns with +50% range and -25% tracking through scorch/barrage/etc)

50km script: -25% cap use

150km script: +50% cap use

I suppose a cycle time reduction could be interesting, but I'm not sure the code exists for scripts/charges to modify cycle times, we have no other example of this, but i suppose it could be a good idea.