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Player Features and Ideas Discussion

 
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Emergency Jump

First post
Author
Gonder Jaan
Aliastra
Gallente Federation
#1 - 2014-08-04 18:10:24 UTC  |  Edited by: Gonder Jaan
Once you hit structure, an emergency jump can be initiated - this could either be a built-in function, a rig, or a module (secret Technology now entering the market ...). Once started, there is no way back.

After a given time (10 sec, can be lowered by a skill), your ship performs a desperate emergency jump.

This jump can have different and random results:

- Case 1: (likely outcome): The ship emerges in a random solar system between 1 and, say, 30 jumps away (a skill can reduce the maximum distance). Read: Maybe you end up with your crippled mining barge somewhere in null
- Case 2 (less likely outcome): You turn up in w-space Evil
- Case 3 (even less likely outcome): Yor ship vanished and you stay behind in your capsule; the ship is now a blue wreck and it may suffer case 1 or case 2 (a nice loot drop for other people)
- Case 4 (least likely outcome): You get podded (loosing all implants ...) and your ship becomes a blue wreck as in case 1 or 2 Shocked

Why introduce this? It gives you an additional but risky option when ganked (given some tank to sustain the spoolup-time) or assasinated by a small gang. It makes ganking a bit more financially risky. Crippled ships in low-sec might add new content (how to escape? - there are options). Bringing People in unknown space.

But mainly - just have an option besides dying to superior force.

Of course, it needs balancing Cool

What do you think?

Ah, I forgot: There could be a chance that any ship close enough to you gets caught in the jump and "accompanies" you (sharing the result). Now you are in Null, and an extremely angry tackler sits right beside you ... Shocked
De'Veldrin
Republic University
Minmatar Republic
#2 - 2014-08-04 18:25:02 UTC
What's wrong with dying to a superior force?

Honestly, you're going to have to do A LOT of rationilizing to get anything even remotely approaching this kind of mechanic added to a game the entire economy of which is based on blowing up other people's stuff.

-1

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Altirius Saldiaro
Doomheim
#3 - 2014-08-04 19:27:55 UTC
Jump Drives should have 3 options.

Jump to Cyno for precision.
Jump to System of choice in range and land at Sun. <--Cyno not needed.
Emergency Jump lands ship in random system within range. Ship lands at the Sun. No cyno needed. Not able to land in highsec either.

Play those 3 options into the game's current jump mechanics or into the player proposed jd changes in the other thread, and the options could still work.
Fer'isam K'ahn
SAS Veterinarians
#4 - 2014-08-04 20:44:31 UTC
No!

Why?

Read the previous posts on it

+ for ignorant repost and neglecting the SF and Rules.
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#5 - 2014-08-04 21:00:54 UTC
Quote:
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As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.

Thread closed.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department