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Player Features and Ideas Discussion

 
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Jump Drive Heat System Proposal (work around for jump fatigue)

Author
ImagingBreakerLV0
Caldari Provisions
Caldari State
#1 - 2014-10-13 16:06:19 UTC
I think a heat based Jump drive system would make much more sense than simply putting another "cool down" in our internet spaceship game.

The idea is capital can still travel with the current style, but would be too weak to fight after making too many jumps. (Like beginning of Season one Battlestar Galactica when they running from cylon, where they able to keep jumping away, but ship and crews start to falling apart after so many jumps)

Here is one example:

Add a 4th heat bar for jumpdrive

Every jump add 10-25% more heat

Jump @ 0% heat: gain jumpdrive heat, take about 10-15min for heat completely drop.

Jump @25% heat: gain jumpdrive heat, gain high/mid/low slot heat. ship start to recive small hull damage, can not repair @ station until heat drops, can not refit in space

Jump @50% heat: gain heat, hull dmg, heat drop gets slower. can not dock/pos park until heat drop to a point.

Jump @75% heat: gain heat, more hull dmg, module dmg from heat, slower cap recharge/less cap received by cap transfer

reach 100% heat: massive hull dmg, shield/armor resistance debuff, stay @ 100 heat for 5-15min




the only way to repair the hull dmg is either dock and wait till heat drop or "remote hull repair" which would take fair amount of time

chance of explode after jump@ <10% hull and high heat maybe?

Its just a concept that I came up with, putting it out here so I wouldn't regret I never said anything.
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2014-10-13 16:30:08 UTC
ImagingBreakerLV0 wrote:
Its just a concept that I came up with, putting it out here so I wouldn't regret I never said anything.

I don't like your suggestion, but I do like your attitude. o7.
Wolf Incaelum
Sebiestor Tribe
Minmatar Republic
#3 - 2014-10-13 16:51:36 UTC
One could argue that the new cooldown timer is for exactly this reason. Using the JD too much build up heat in the system, thus requiring it to "cool down" for x amount of time before it can be used again. The JD doesn't need to cool down completely before being activated again, so if you jump before the JD finishes "cooling down", it causes the heat to stack. Basically, you just gave a back story to why JDs are being changed to operate a certain way. Minus the hull/mod damage and inability to dock or POS park.

ANARCHYFOREVAAARRRRRRRRRR!!!!!!!

Lugh Crow-Slave
#4 - 2014-10-13 16:59:08 UTC
As I have pointed out in many other posts this is not just about the force projected buy capital fleets and hot drops but the ease of logistics that the want to nerf