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Idea on Escape Jumps.. |
Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2006-04-02 00:02  
Well, i've been thinking about escape jumps, and how they can suck...
This post wont be long,so.. here it goes..
Most E-Jumps are around eleven seconds, right? Thats great, if your ship isnt that badly damaged..but if your heavily wounded, and needed a quick escape, chances are, the enemy tracked you, and your gonna die.. So, I think E-jump timers should be based off how damaged a players ship is..
say
100% Hull,Below 50% Armor, 5 seconds
70-90% Hul,l 0-20 Armor, 20 seconds
50-69% Hull 0-20% Armor, 25-30 seconds
Etc..
So..uh..Discuss?
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JRE Grand Admiral
Joined: August 14, 2003 Posts: 571
| Posted: 2006-04-02 01:33  
The thing with the times is if you have to wait 30 sec below 60% or so you will die. How about a range/detectablility for the E-Jump that is proportion to how much damage you sustained? For example, you take 50% damage, hit the E-Jump button, you can only go 50% of the max range an E-Jump takes you. That at least would give you a fighting chance but I think the detect range on ships should be lessened, shooting out in the middle of nowhere and the enemy being able to see you is wrong imo. Also thinking of that, the zoom in map mode SHOULD NOT show any ships. Its too easy to find peeps using this after E-Jump and other areas.
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Ospolos Grand Admiral
Joined: January 31, 2004 Posts: 567 From: ON, CANADA
| Posted: 2006-04-02 07:17  
Yea for the nav map, either ship instances need to be removed (for enimy not selectable/sig < 0/or out of sight period). Or the maximum zoom is decreased.
Add a little more challenge to it! +1 for the use of scouts
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Osp
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Light-of-Aurora Grand Admiral
Joined: December 01, 2003 Posts: 602 From: NJ, USA
| Posted: 2006-04-02 10:10  
I think E-jumps should last until the drive runs out of fuel, leaving jump cancelling up to the player. This way, if you want to get *far* away, you czn, even with 100 hull; you can make shorter jumps if you'd like as well.
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Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2006-04-04 14:35  
Quote:
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On 2006-04-02 10:10, [AÐ]Light-of-Aurora wrote:
I think E-jumps should last until the drive runs out of fuel, leaving jump cancelling up to the player. This way, if you want to get *far* away, you czn, even with 100 hull; you can make shorter jumps if you'd like as well.
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No..It would be best for the computer to decide to cut it off at times, as some players may experiance lag and such, and may want their Fuel =P
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2006-04-05 01:57  
thus, Manually target an area about oh say 500K GU bam! you have a 2 minute Jump and you log that simple really
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Light-of-Aurora Grand Admiral
Joined: December 01, 2003 Posts: 602 From: NJ, USA
| Posted: 2006-04-05 06:08  
Didn't thik of lag :/ I'm sure no one will care too much though >:)
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Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2006-04-07 14:23  
Quote:
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On 2006-04-05 01:57, Evil GothThug wrote:
thus, Manually target an area about oh say 500K GU bam! you have a 2 minute Jump and you log that simple really
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If your lagging, you may not have the time to hit f2, find a safe distance, and hit J..You'd be alot better off hitting Shift+J, and getting to a safe distance depending on how badly your damaged..
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Coeus {NCX-Charger} Admiral, I can't read, Sundered Weimeriners
Joined: February 16, 2004 Posts: 3635 From: South Philly
| Posted: 2006-04-11 20:22  
Its an "Emergency Jump" ... ehh?
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Darkspace: Twilight
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