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Player Features and Ideas Discussion

 
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Micro Jump Drives

Author
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#1 - 2013-03-03 13:19:02 UTC
Current module allows for a 100km jump in a straight line at the ships trajectory, ship retains all momentum at landing.

This is good and all but simultaneously kind of gimped. The module already has:
12 second wind up.
180 second cool down.
800gj activation cost.
Uses similar cpu/PG as a MWD
Only BS sized module
Only 1 per ship.

In exchange you get a 100km jump and retain momentum. Cool. That's a lot of costly negatives and an easily negated positive (only need a scram to stop it full stop).

In light of the facts I present to you

Change module functionality to allow for a jump from any distance up to 100km away, the ship retains trajectory and momentum.

Now battleships get to determine how far they jump. The player must decide whether a 12 second windup is worth it compared to a few seconds burn on a MWD. While nothing else changes in terms of negatives or pros the ability to jump exactly 55km to land on that one station camping tornado is incalculably valuable compared to the current M.O.

This change would not be unbalanced because you would still not be able to jump away again for at least 3 minutes and the very high fitting costs make dual-prop untenable. Smaller vessels would still be able to run away thanks to no other BS modifications being influenced and the BS would be unable to chase even a slowboat BC.

This change would balance out most torp/blaster battleships critical lack of mobility as these vessels often only need to enter engagement range and do not desire any kind of appreciable kiting ability.
Abrazzar
Vardaugas Family
#2 - 2013-03-03 13:41:31 UTC
You would have to add scripts to change the module stats. So you'd have one for 25, 50, 75 and 100 km and you'd have to load the one you want to have in any situation.
Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2013-03-03 13:45:12 UTC
If you're in a situation where you need to instantly put a large amount of distance between you and an attacker, why would you want to jump less than the maximum distance possible?
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#4 - 2013-03-03 14:11:29 UTC
Alvatore DiMarco wrote:
If you're in a situation where you need to instantly put a large amount of distance between you and an attacker, why would you want to jump less than the maximum distance possible?


Why not let it be the pilots choice? If he wants to jump 100km he still can?

What if he wants to jump significantly less?

Two basketball players get robotic legs:

1st guy can jump to 50m with pinpoint accuracy every time, but the legs won't let him jump any shorter

2nd guy can jump from 1-50m with pinpoint accuracy.

Guess who is worth more?

Now let it be that their legs only work properly once every 3 minutes, that their legs need to recharge after 10 jumps, and that they can only have 1 set per player?

Now add a third guy, he has robot legs that give him normal speed but can provide a boost 500% of his normal speed at will, with no cooldown and only needs to recharge after 10 uses.

There's your comparison.

Current MJD
New MJD
MWD mechanics.

Current MJD is very limiting. I've been told its to allow someone to escape a bubble camp in nullsec but that's really not an issue of the module but rather one of bubbles. Want to stop someone MJDing away? You just put down more bubbles lol pretty simple.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#5 - 2013-03-04 01:30:28 UTC
I'd love to see some usage statistics from CCP on this module. I have a hard time believing that the lack of discussion on this is due to the module being perfect as is and not because nobody outside niche mission runners and bubble dodgers uses it. A lack of this modules exposure will cause it to not be discussed. I didn't even know this thing existed until someone showed me a pvp video of it in use.

Then I went to use it for myself and found it to be severely gimped from a utility perspective. Like a lot of other ideas that CCP has the idea part is great, the execution is not so great.
TheSkeptic
Federal Navy Academy
Gallente Federation
#6 - 2013-03-04 08:24:28 UTC
While the change sounds useful, the module would probably become OP. Currently think the 100km static distance helps create a good balance.

-1

...

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#7 - 2013-03-04 09:08:13 UTC
Can you elaborate on why it would become OP? I don't understand how that change would make it OP.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#8 - 2013-03-04 09:54:54 UTC
Caleb Seremshur wrote:
Current MJD is very limiting. I've been told its to allow someone to escape a bubble camp in nullsec but that's really not an issue of the module but rather one of bubbles. Want to stop someone MJDing away? You just put down more bubbles lol pretty simple.

bubbling is lol pretty simple? mkay...