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Player Features and Ideas Discussion

 
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Jump Drives

Author
General Guardian
Perkone
Caldari State
#1 - 2014-03-25 01:57:34 UTC
What if:

Jump drives were not included with the ship, but a separate "module" you can fit to ships with a jump drive slot (or covert jump drive) with a few different variants.

Normal Jump drive - Same distance and cap use as the ones we already have.

Faction Normal Jump Drive - Same distance as regular, 25% less fuel, 25% less fuel

Long range Jump drive - Twice the range of current Jump Drives but the experimental technology causes the ships sensors to need recalibration upon landing. This would take around 1 minute and passive scan resolution penalty of -50%. Maybe even a reduction in hull or armor hp to fit.

Faction Long range Jump drive - Same as Long range Jump Drive, but 25% less fuel, and 20% less calibration time compared to normal long range jump drive.

Special ops Jump Drive - 30% jump range compared to current jump drive. 50% less Capacitor use for jump. 50% bonus to scan res.

Faction special ops (expensive) - 35% jump range of current. 60% less Capacitor use. 60% bonus to scan res.

And for lols

'Yolo' special edition Jump drive - Same distance as regular drives, can select ANY cyno within jump range, and jump to it.

Balancing obviously hasn't been thoroughly thought out, so that's up for discussion.





HandelsPharmi
Pharmi on CharBazaar
#2 - 2014-03-25 09:11:25 UTC  |  Edited by: HandelsPharmi
I like the idea of faction jump drives to use less fuel and maybe capcitor, but the range itself should not be improved.

What about. Jump Drive Calibration level 4 required for T1 Modul
but Jump Drive Cali 5 und Jump Fuel Conservation 5 for the Faction Modul to safe additional fuel.

As additional slot I would use the Subsystem Slot for Navigation of Tier 3 Cruisers
Tarsas Phage
Freight Club
#3 - 2014-03-25 13:09:43 UTC
General Guardian wrote:

Normal Jump drive - Same distance and cap use as the ones we already have.

Faction Normal Jump Drive - Same distance as regular, 25% less fuel, 25% less fuel

Long range Jump drive - Twice the range of current Jump Drives but the experimental technology causes the ships sensors to need recalibration upon landing. This would take around 1 minute and passive scan resolution penalty of -50%. Maybe even a reduction in hull or armor hp to fit.

...


You do realize that as it stands now, different ships have different jump ranges, so there is no such thing as a "regular" jump drive when it comes to range and fuel consumption? You need to be clear on what "regular" jump range actually is in your proposal.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#4 - 2014-03-25 13:21:23 UTC
I approve of the YOLO drive
It must be called that.
Razor Rocker
Super Mother Fan Club
#5 - 2014-03-25 13:26:16 UTC
-1 jump drives are already very powerful. We dont need better versions for any cap ships.

Black ops are a different story though.
General Guardian
Perkone
Caldari State
#6 - 2014-03-25 16:37:11 UTC
Tarsas Phage wrote:
General Guardian wrote:

Normal Jump drive - Same distance and cap use as the ones we already have.

Faction Normal Jump Drive - Same distance as regular, 25% less fuel, 25% less fuel

Long range Jump drive - Twice the range of current Jump Drives but the experimental technology causes the ships sensors to need recalibration upon landing. This would take around 1 minute and passive scan resolution penalty of -50%. Maybe even a reduction in hull or armor hp to fit.

...


You do realize that as it stands now, different ships have different jump ranges, so there is no such thing as a "regular" jump drive when it comes to range and fuel consumption? You need to be clear on what "regular" jump range actually is in your proposal.


By regular I mean the same at it is for each ship class. Different set of jump drives for each class of ship (carrier/dread/super etc etc)
HandelsPharmi
Pharmi on CharBazaar
#7 - 2014-03-25 16:57:14 UTC
as long we don't touch the jump range, we don't have to mention it...
but there should be more penalties...
Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#8 - 2014-03-25 17:15:16 UTC
I want a Yolo Drive. Now.
Xavier Thorm
Caldari Provisions
Caldari State
#9 - 2014-03-26 16:12:11 UTC
I like the direction of this idea a lot.

However, I would be in favor of a slightly more drastic change:

Two "basic" variants of Jump Drives.

Capital Jump Drive I
Requires JDC I
Same as current Dreadnaught jump drive.

Covert Jump Drive I
Requires JDC IV
Ridiculously high fitting requirements, with a role bonus on Black Ops to allow the use.

Then Tech II and Faction variants from there. I think, in theory, having variations in range could be implemented without breaking the game entirely, but that would require CCP to look at force projection as an overall mechanic, which I think needs to be done.

This change would probably a nightmare for Dotlan and other services which currently provide jump planning though. P
Severice
The Order Of Asgard
Lord of Worlds Alliance
#10 - 2014-03-26 18:17:28 UTC
Requirements should be JDO not JDC. JDC isn't and has never been a requirement for using a jump drive.

As for the black ops JD's, what the HELL does a jump drive have to do with scan res? What happens on your ship when you open the fridge? Does your ship align to gate? When you put bread in the toaster do you lay in a course for jita? Or does the toast just pop up perfectly toasted, but in the system of hek? This is why we don't take design advice from Minmatar.
HandelsPharmi
Pharmi on CharBazaar
#11 - 2014-03-26 18:23:38 UTC
Severice wrote:
Requirements should be JDO not JDC. JDC isn't and has never been a requirement for using a jump drive.

You are right, but from now on, you cannot fly a ship with a Jump Drive without having JDC skilled.

JDC 4 for T1 Jump Drive with ... 90 % jump range
JDC 5 for T2 Jump Drive with 100 % jump range
JDC 5 + Jump Fuel Conservation 5 for Faction Moduls... 100 % jump range with 20 % less capacitor use

and maybe a Meta 1 modul, Concord LPs, JDC 4 - 100 % range, but 75 % scan res, 50 % speed
General Guardian
Perkone
Caldari State
#12 - 2014-03-29 11:09:01 UTC
Some good posts.

'Yolo" drive would be fantastic on a group of smartbombing sins?
NEONOVUS
Mindstar Technology
Goonswarm Federation
#13 - 2014-03-30 22:24:03 UTC
General Guardian wrote:
Some good posts.

'Yolo" drive would be fantastic on a group of smartbombing sins?

Yep, all that t2 salvage

Oh wait its real cheap right now

Hilarious loss mails?
Nikitinka
Anamnescence
#14 - 2014-03-30 22:48:23 UTC
"Activate the YOLO Drive, Lieutenant!"
General Guardian
Perkone
Caldari State
#15 - 2014-03-31 12:53:10 UTC
NEONOVUS wrote:
General Guardian wrote:
Some good posts.

'Yolo" drive would be fantastic on a group of smartbombing sins?

Yep, all that t2 salvage

Oh wait its real cheap right now

Hilarious loss mails?


Yeah quite funny, a Group of sins show, smartbomb themselves to death, and are gone in a matter of moments like nothing happened due to the lack of resists?

I'd pay to see that.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#16 - 2014-03-31 22:11:15 UTC
General Guardian wrote:
NEONOVUS wrote:
General Guardian wrote:
Some good posts.

'Yolo" drive would be fantastic on a group of smartbombing sins?

Yep, all that t2 salvage

Oh wait its real cheap right now

Hilarious loss mails?


Yeah quite funny, a Group of sins show, smartbomb themselves to death, and are gone in a matter of moments like nothing happened due to the lack of resists?

I'd pay to see that.

From the shadows we strike as the swift silent death
Darkness my ally, shadows my life
I strike in the twilight walking the path of the BLOPs
I am untrackable, invisible and the assassin
Behold now my brethren, we strike at the aggressor and their pedantic legion
Activate YOLO drives and destroy them!

-INCOMING BOMB DETECTED-
-EXTERNAL FACTORS PREVENT YOU FROM WARPING-