Mica Goldstone
Players have expressed a desire to overload their jump engines, in a similar manner to emergency jump but in a much less reckless manner.
Result: Normal jump in fewer TU’s (rather than to a random destination).

This sounds like a reasonable idea although will require at least one fundamental change to the game, possibly more.

1. Increase all basic jump costs.
2. Set a number of jump uses for each engine. This number will decrease much faster if the player elects to use fewer than standard number of TU’s for a jump.
Possibly
3. Reduce jump range from 4 systems down to 3 (change Kastor toYank distance).


Suggested Implementation
Our first draft is to set basic jump cost to 120TU’s. At this value, jump engines will have an operational life in the thousands….
Players can set their own TU’s for jumping, normally this will be 100TU’s for the standard drive, giving players a reasonably predictable number of jumps (this approximate number remaining will be shown). Setting it lower will burn out the engine much faster.
Sjaak
QUOTE (Mica Goldstone @ Jan 27 2005, 01:08 PM)
Players have expressed a desire to overload their jump engines, in a similar manner to emergency jump but in a much less reckless manner.
Result: Normal jump in fewer TU’s (rather than to a random destination).
.....

I am not happy with the suggested burn out of Jump Engines using normal use... At this moment all equipment in a ship has got an unlimited life span (think of ISR drives, sensors, gattlings, cargo holds etc etc).. Making it an limited number for some items does seems unrealistic and unfari.

Unfair, because we got some special Jump Drives which are really hard to get.. At this moment the AFT askes about 40.000 stellars for an QJ_Drive (for an 50tus drive).. According to the new rules this enigne will burn out .. and you wlll just wasted your 40.000 stellars. For the player without access to lots of stellars (as 40.000 is quite an investment) it will mean that he will really need to be carerfully what he does with his engine, while an rich affliation or those with an BP will use overload his drive and build a new one.

I would think that it would be better to keep the drive intact as long as you use the normal TU's needed per jump and add wear-and-tear for those who overload their drives.

Also, I am not really sure if INCREASING the number of TU's for an standard Jump is that smart, as it will make trade even less attractive as it is now... Because time is stellars.. and an trade between (lets say Acropolis to Darkfold) takes at least four jumps (is already 400tu's) and then would increase to 480 tu's making it an even more undesireable.

Some other systems (like the DHP) are even more troublesome.. For sofar I know, most of the systems away are more then one jump away... making travelling in regions like the DHP and in some other regions even more expensive.

I would suggest making it an optional use... As long as you use the 100Tus jump nothing will happen with your drive, if you want to overload it you will use your drive up at an high rate...
Sjaak
One small note.
How will you keep track of the number of used up jumps per drive??

If I uninstall an drive to an Starbase and the base already got 124 Jump Drives collected, will this mean that each drive got his own unique item number?? Otherwise you could put the drive in a starbase to just put the number back to zero again..
Avatar
Does this really much to the game? I don't think so...or at least not as much as so many other things.

Next we'll be changing torpedo and missile launchers, not to mention the need to change the tanks tracks and cannons.

Besides what exactly are maintenance and repair stops meant to do? Just repair battle damage and recharge shields?
Mica Goldstone
QUOTE (Sjaak @ Jan 27 2005, 02:56 PM)
One small note.
How will you keep track of the number of used up jumps per drive??

If I uninstall an drive to an Starbase and the base already got 124 Jump Drives collected, will this mean that each drive got his own unique item number?? Otherwise you could put the drive in a starbase to just put the number back to zero again..

Uninstallable - just like armour and hulls.
Mica Goldstone
QUOTE (Sjaak @ Jan 27 2005, 02:50 PM)
Unfair, because we got some special Jump Drives which are really hard to get.. At this moment the AFT askes about 40.000 stellars for an QJ_Drive (for an 50tus drive).. According to the new rules this enigne will burn out .. and you wlll just wasted your 40.000 stellars.

The opposite logic and also be applied - if they burn out, they are simply not worth as much and therefore they are more accessable to other parties.
CNF Jon Tenor
I like the idea of increasing jump time on its own merits, actually. The peripheries are really a little bit too closely packed - you don't need to have many war fleets to cover a large area within one turn. Spread things out enough, and suddenly it's not so easy to rely on being able to get massive support to a location the next day.
Sjaak
QUOTE (Mica Goldstone @ Jan 27 2005, 03:30 PM)
QUOTE (Sjaak @ Jan 27 2005, 02:56 PM)
One small note.
How will you keep track of the number of used up jumps per drive??

If I uninstall an drive to an Starbase and the base already got 124 Jump Drives collected, will this mean that each drive got his own unique item number??  Otherwise you could put the drive in a starbase to just put the number back to zero again..

Uninstallable - just like armour and hulls.

It doesn't work, I am afraid.. If you can't uninstall them (like armour), you can never upgrade to a newer version... or the QJ/Hyper drive.

That will mean that if you want to have an ship with an QJ-drive you need to get a new design for it.. which means a new BP.

Also, if they got destroyed.. and you are in a regio where you don't have an (friendly) starbase present how do you want to get home, to get a new drive??
Mica Goldstone
QUOTE (Sjaak @ Jan 27 2005, 03:45 PM)
It doesn't work, I am afraid.. If you can't uninstall them (like armour), you can never upgrade to a newer version... or the QJ/Hyper drive.

Sorry, uninstallable but can be jettisoned.
Sjaak
QUOTE (CNF Jon Tenor @ Jan 27 2005, 03:38 PM)
I like the idea of increasing jump time on its own merits, actually. The peripheries are really a little bit too closely packed - you don't need to have many war fleets to cover a large area within one turn. Spread things out enough, and suddenly it's not so easy to rely on being able to get massive support to a location the next day.

Yeah, it might be an good idea to make all distances between systems at least three/four jumps.
Duckworth-Lewis
QUOTE (Mica Goldstone @ Jan 27 2005, 04:49 PM)
QUOTE (Sjaak @ Jan 27 2005, 03:45 PM)
It doesn't work, I am afraid..  If you can't uninstall them (like armour), you can never upgrade to a newer version... or the QJ/Hyper drive.

Sorry, uninstallable but can be jettisoned.

...does uninstallable also mean unreplaceable so that when a ships JE burns out it would not be able to install a new one?
FLZPD
I really dont see the need for this change - if players want to jump faster, there are items already available (like the QJ mentioned).

Mark
FLZPD
QUOTE (CNF Jon Tenor @ Jan 27 2005, 03:38 PM)
I like the idea of increasing jump time on its own merits, actually. The peripheries are really a little bit too closely packed - you don't need to have many war fleets to cover a large area within one turn. Spread things out enough, and suddenly it's not so easy to rely on being able to get massive support to a location the next day.

The overload option would have the opposite effect - it makes it easier to travel large distances, you just suffer more wear and tear and need to replace your JEs more often.

The 120tu jump is for a "standard" jump, with the JE being usuable 1000s of times. A warfleet needing to move fast would be able to do so even quicker than before - they could set JEs to jump in (say) 10tus; enough to get to the battle and back. They would lose their JEs at the end of it, but they would be able to travel further, just need repairs more often.

Mark
Sjaak
QUOTE (FLZPD @ Jan 27 2005, 04:49 PM)
QUOTE (CNF Jon Tenor @ Jan 27 2005, 03:38 PM)
I like the idea of increasing jump time on its own merits, actually. The peripheries are really a little bit too closely packed - you don't need to have many war fleets to cover a large area within one turn. Spread things out enough, and suddenly it's not so easy to rely on being able to get massive support to a location the next day.

The overload option would have the opposite effect - it makes it easier to travel large distances, you just suffer more wear and tear and need to replace your JEs more often.

The 120tu jump is for a "standard" jump, with the JE being usuable 1000s of times. A warfleet needing to move fast would be able to do so even quicker than before - they could set JEs to jump in (say) 10tus; enough to get to the battle and back. They would lose their JEs at the end of it, but they would be able to travel further, just need repairs more often.

Mark

Why not install an backup drive instead and use that.. You can install more then one drive, so that you will be able to jump very fast... And if it gets burnt out.. no problem.. just switch to the second one.
Steve-Law
I agree with the thrust of the comments.

Unlike some I do see this as adding some realism, but when it's only applied to one item the realism is negated somewhat, and to add a similar factor to all items will be an enormous pain in the bum for the players (and for David).

Stick with tech advances to improve performance. Add new types of engines by all means, another step or two between normal and quick/hyper drives, but this system, while elegant in some ways, will probably only detract from the game.

Longer jumps, hmm, I can see the advantage of that, but not sure if I like it or not just yet.
Jerusalem
Hi.

I'm very much oppossed to the idea of increasing the jump distances between systems in the peripheries. For established players with large fleets, it won't be so much of a problem. But for new players with only a handful of ships, they'll wind up having to spend that much more time hanging around waiting to build up TUs. Which would, in my opinion, be a bad thing.

Also I don't like the idea of having jump engines with limited life-spans. In agreement with the others who have posted their reasonings behind this.

Just my tuppen worth. smile.gif
Gandolph
i agree that limitations should be made to the current jump drive system, although we are in possession of some of the more advanced jump drives, it should not be possible in my view that with a quantum or a hyper drive you can get from Capellan to Darkfold in 1 300 TU turn.

it is the equivelent of sending the entire royal navy anwhere on the globe within 1 day.

so a more realistic movement angle i think would bring a more precise strategy to the game. and if everyone is honest they surely cannot believe that movement from one side of the map to the other should be achieveable in one turn

now im not saying that 50 tus jumps should not be possible what i am saying is they should be limited to the amount they can do in one go.

and no im not biased against any one affiliation, im looking at it on the perspective of a realistic player
ptb
Increasing the jump cost is one thing, but i'm against dropping the jump distance down to 3 jumps, mostly cause i've spent a long time trying to make sure everything i own is withing set distances of my starbases and defence forces.

I'm happy to have increase jump tus however as although this has a similar effect it effect everyone much more equally. Although i hate to think what this will do to backup drives, 300tus?

Rather than limiting to x number of jumps why not just have a chance of failure based on integrity, say half whatever your at is the chance that you make the jump without your drive exploding (for which you should probably take some damage)

Although i agree that the fact 300tus lets you cover the whole galaxy is a bit silly, it doesn't seem to stop people like pirate large, so maybe it's not a problem?
ptb
Just a thought, how about not altering the number of tus at all but making it so you can only make one jump per day (engines need to cool off or something) and then if you want you can force a second jump with a chance of your drive exploding.

That way the people with qjs etc (lucky gits) still get a tu benifit, although reduced due to the extra 60 a day, you still have all the people with the same number of jumps to get everywhere, but no more clearing galaxies in a single day.

hmm the flaw is the qj would keep you at 300tus all the time if you where just jumping, still in the long run i think it would even out okay...


Sjaak
QUOTE (ptb @ Jan 27 2005, 06:37 PM)
Just a thought, how about not altering the number of tus at all but making it so you can only make one jump per day (engines need to cool off or something) and then if you want you can force a second jump with a chance of your drive exploding..

Decreasing the number of jumps per day to one would make an QJ/Hyper drive obselete. I prefer myself the more advanced drives which can be researched more easily then the current QJ/Hyper..

Maybe the drive would be some sort of restricted drive, so that you can only use it an couple of times before it burns out??

Changing the current Jump system too much, limiting the number of jump or making the jumps more expensive in tu's will only make the system with "parked" more troublesome...

Basically I don't like it when people just park an ship in orbit around an planet.. and just buys whatever comes up.... why, because only those with lots of ships can do it, so that only they can have the good trades....

Should be annoying if you just started the game and got your first Caravel, but nothing to buy because those rich powerfull long active players just buy everything thats comes on the market....

A good influx of new players, who just start with thier courier is very important for the game... I have seen too many starterships in starbases around the map doing nothing... and with the current market situation this is what most can do...
Ro'a-lith
Personally I don't think imposing the one-jump-a-day limit would make QJJs obsolete at all. With a QJJ you could max out that one jump a day, whereas with normal drives you would only be able to jump once every two days.

That aside, I have to say I disagree with this idea of reforming the jump system. It works. Don't fix it.

On the other hand though... there is the possiblity of re-writing the jump sytem in it's entirety. I would be more in favour of something along the lines of having the distance between systems a set '4 jumps'.

Or rather; make the distance between each interconnected system 1 jump but with ordinary drive range limited to 1 jump. Note 'interconnected' system there - allowing for stellar carto research to produce links from say Teutonic to London, a jump of which is currently in range from one system to the other. The more advanced drives (quantum/hyper) can then have a greater range than the standard drive but use the same number of TUs.

And as for Sjaak's point about parked ships - I do not personally see a great problem with it. Small independent traders always have it tough. There is very little difference from say a ship parked in orbit to (currently nonexistant?) cargo pods parked in orbit - they are both simply used as a staging point for trade goods going elsewhere.

Lastly "I prefer myself the more advanced drives which can be researched more easily then the current QJ/Hyper.."

Anyone care to elaborate?
Sjaak
QUOTE (Ro'a-lith @ Jan 27 2005, 07:19 PM)
Personally I don't think imposing the one-jump-a-day limit would make QJJs obsolete at all.  With a QJJ you could max out that one jump a day, whereas with normal drives you would only be able to jump once every two days..

Yes.. Because smart people will just move away when they got enough tu's to get to the final destination (if possible).. way too many ships are getting boarded due to sitting in the middle of space waiting to get more tu's. I myself tend to wait untill I got enough tu's for the entire trip (i sometimes miscalculate) and then I will leave. If you leave with 300tus or so, then you would be able to jump for seven turns.. While your QJJ will do it just as long as he wishes..

The nice part of the QJJ and the Hyper is that you are able to do three/four jumps in one day and then you wait for new TU"s.. If you can only do one jump per day then the QJJ is useless.

QUOTE

Lastly "I prefer myself the more advanced drives which can be researched more easily then the current QJ/Hyper.."

Anyone care to elaborate?

At this moment you get two types of drives.
The 100 TU's drives and the 50TU's drive...

I would like to introduce something more in between, an 75TU's drive.. which burns out after an fixed number of uses... Or maybe an drive that can be used for more then 4 systems.. lets say an 5 Jump capacity for only 100 TU's, also burning out.

The technology needed shouldn't be two 2techlevel but one 2TL and one 1TL, so that altough research is still hard to do, its possible... So people could just reseach the first 2TL and then build the bp with an -7.

MasterTrader
The way that the jump system currently works, I think that there is a LOT of potential for new varieties of jump drive.

In particular, possible developments for a drive are:
- reducing the time for jumps
- jumping further distances (say 5 units rather than 4)
- jumping closer into the centre of the system (i.e. able to to jump in ring 9, say)
- reduced risk of integrity loss from jumps
- same jump time but smaller size
and so on.

In all cases, there are variations on each of these categories. Like at the moment the QJE is the same size as a normal jump drive, but only works in ships up to 50 hulls. For the same time saving in a larger ship, you need a Hyper jump drive at four times the size. Similar variants could work for other jump drives.

Regarding the particular proposals raised by Mica, I agree with the general thrust of the comments here. While there should be a lot of possibility for improvement on the current basic jump drive, they should come through new items, not messing with the current standard drive.

Richard
AFT
Ted
QUOTE
The way that the jump system currently works, I think that there is a LOT of potential for new varieties of jump drive.

In particular, possible developments for a drive are:
- reducing the time for jumps
- jumping further distances (say 5 units rather than 4)
- jumping closer into the centre of the system (i.e. able to to jump in ring 9, say)
- reduced risk of integrity loss from jumps
- same jump time but smaller size
and so on.

In all cases, there are variations on each of these categories. Like at the moment the QJE is the same size as a normal jump drive, but only works in ships up to 50 hulls. For the same time saving in a larger ship, you need a Hyper jump drive at four times the size. Similar variants could work for other jump drives.

Regarding the particular proposals raised by Mica, I agree with the general thrust of the comments here. While there should be a lot of possibility for improvement on the current basic jump drive, they should come through new items, not messing with the current standard drive.

Richard
AFT


No need to mess about with the movement mechanics of the game. dry.gif
If you want to move about quicker research better engines as Richard(and others) have said.


Clay
Have to agree with Richards comments - there is loads of scope for new drives, and one of those could be capable of 'burning out' as sugguested if there really is such a demand.

What about the possability of a SEPERATE item that boost the JE capability, thus reducing TU cost, but consuming the additional item? (Either install the item, or its a cargo item that is consumed on use?)

I can also see the argument for increasing the time or distance between systems, and I think its a good idea, making things more local - but it will cause more problems for some than others in a fairly major way. unsure.gif
CNF Jon Tenor
I like the idea of one jump a day; then the overloading could be to do more than one jump in a day, and you could keep the TU costs and jump distances the same.

As somebody said, it doesn't make more advanced drives obsolete because they still don't have to wait as long to recharge TUs.
Steve-Law
QUOTE (Sjaak @ Jan 27 2005, 08:01 PM)
Maybe the drive would be some sort of restricted drive, so that you can only use it an couple of times before it burns out??

Erm, wasn't that more or less the orginal idea from Mica?
Nik
I'm not happy with the suggestions since it makes QJE and HJE all but obsolete.

QJE are hard to research but the materials present are not that rare. HJE are easy to research (nowadays, it was 3 years research in BSE) but requires excedingly rare ores. What is the point of doing either if you can use a normal JE to jump in 50TUs even if it burns out every 10th jump? So what if you need to scrap the item and install a new one. The % integrity loss will be minimal (0.1% for a 100 hull heavy) and 50MUs isn't a significant amount of production even for small affiliations. I would simply run all my ships on 50TU jumps (or even less even if they burnt out every 3 jumps) regardless as the time benefits vastly outweigh the production required to replace the drive.

The idea of limiting it to one jump per day is also not good in my opinion. If the idea is to prevent surprise attacks then it'll not make that much of a difference as space is vast and you cannot cover searching all OQs in 1 day. Transports on the other hand, esp. small traders with 1-2 ships, will suffer as their unprotected transport will lie in the middle of nowhere as they go from A to B, making losses to pirates vastly higher (unless you want to send in updates every day)

The space for new JEs is there (see Richards post) but not at the expense of making QJE/HJE obsolete.

Nik
Nik
Forgot one other thing with limiting to a single jump. What happens with EJing out of a battle. Since you can send in multiple EJs to ensure that you get out, you only now have 1 chance. This could effect IMP tactics a lot tongue.gif
ptb
QUOTE (CNF Jon Tenor @ Jan 28 2005, 08:02 AM)
As somebody said, it doesn't make more advanced drives obsolete because they still don't have to wait as long to recharge TUs.

Alternativly rather than making qqj use 50tus and jump 4 links, you set it so all jumps take 100 tus but the qqj can jump 6 or 8 links instead.

Personally I think you could leave them as they are and they are still very useful, but then i don't have fleets of ships equipped with them.

QUOTE (Steve-Law @ Jan 28 2005 @ 08:18 AM)
QUOTE (Sjaak @ Jan 27 2005 @  08:01 PM)
Maybe the drive would be some sort of restricted drive, so that you can only use it an couple of times before it burns out??

Erm, wasn't that more or less the orginal idea from Mica?


Yes it was, and i'm still dead against this as it's just another thing to have to remember to replace, surly damage, integerty and crew relaxtion gives us enough things.

QUOTE (Nik @ Jan 28 2005 @ 08:56 AM)
The idea of limiting it to one jump per day is also not good in my opinion. If the idea is to prevent surprise attacks then it'll not make that much of a difference as space is vast and you cannot cover searching all OQs in 1 day.


The idea was simply an alternative to having drives burn out or altering the fabric of space to increase jump distances. Stopping surprise attacks would not only be hard like you say, but also a silly thing to try and do becuase it's a major part of the game. Although I agree with your point about increased piracy potential.
Steve-Law
QUOTE (ptb @ Jan 28 2005, 09:08 AM)
Alternativly rather than making qqj use 50tus and jump 4 links, you set it so all jumps take 100 tus but the qqj can jump 6 or 8 links instead.

Quick Jump Drives should jump *quicker* not longer. You would be wanting a "Long Jump Drive" wink.gif
Steve-Law
One other point to mention, just for completeness.

If we introduce something that allows regular reduction of jump TUs, that puts affs, or players, who must rely on Stargates (or wormholes) at a bit of a disadvantage (you could even say a bit more of a disadvantage maybe?).

It could be argued several ways probably, but it's another factor to take into account.


Gandolph
i think some of you have gone on a tangent here, but one of the problems is a hyperdrive is a game changer in my view.

without some form of limitation, we can have every single warship sat in orbit in Mattalot for instance, and can get to anywhere throughout ours and enemy space in less than 300 tus, then can jump 4 system every day after that.

and i say again its like the entire Royal Navy sitting in faslaine docks/plymouth/ whereever, and when something happens and a pirate attacks in New Zealand the whole lot can arrive there the next day.

it requires preplanning and forethought, not just oh look theres a Small CNF Group OR Small IMP group lets send 300 ships, if you can say hand on heart this is realistic then lets carry on.

I consider it to be a game changer......and in the long run potentially a game destroyer

thats my view, it has been for a long time
Rich Farry
I think the current system is fine. As has been mentioned additional jump drive technologies could be introduced, including an 'adjustable drive' with an appropriate cost/utility balance.
Andy
There will be 2 areas that will be effected by this :

1. Trade - Trade needs to be increased in the game not penalised. I'm guessing but it probably takes a trader 2-4 weeks with a standard jump drive to complete a profitable trade run between peripheries (x12 or x14). Increasing this takes stellars out of the game and also limits trading as players will become bored. If you want to do this then increase the periphery multipliers accordingly - 20%. If jump distances are increased so you can only jump one system at a time then the Periphery multipliers need to be completley rethought.

2. Skirmishing / War etc etc. If jump distances are increased then alot of the skirmish aspects of the game will disappear and only allow the big powerblocks to attack their enemies as they have the shipping capacity to setup forward bases in enemy territory. If jump distances are changed then you will see a dramatic change in how battles are fought. The Imperials will be at a severe disadvantage to the onlsaught of the DTR as the DTR has a compact region of space that can be responded to within 1 jump wheras the Capellan Periphery is very spread out. The Imperials will be put at a major disadvantage if this happens as their fleet will not be able to respond as fast as they can now.

Like Steve said I think then if you want to change one item in the game to be degradable then change all items in the game to be exactly the same eg once an item has been installed it has to be jettisoned to get rid of it. If you want to change the jump drives to have stress applied to it then do the same for all other items.

Personally this will overcomplicate the game. I am not for it

Andy
CNF Jon Tenor
QUOTE (Nik @ Jan 28 2005, 08:56 AM)
The idea of limiting it to one jump per day is also not good in my opinion. If the idea is to prevent surprise attacks then it'll not make that much of a difference as space is vast and you cannot cover searching all OQs in 1 day. Transports on the other hand, esp. small traders with 1-2 ships, will suffer as their unprotected transport will lie in the middle of nowhere as they go from A to B, making losses to pirates vastly higher (unless you want to send in updates every day)

No, my point was that it'd make surprise attacks *easier* if anything; you can attack without knowing that there will definitely be a massive armed response. And as for making transports more vulnerable, I'd consider that a good thing too - a bit of risk makes things more interesting.
Steve-Law
QUOTE (Gandolph @ Jan 28 2005, 11:14 AM)
and i say again its like the entire Royal Navy sitting in faslaine docks/plymouth/ whereever, and when something happens and a pirate attacks in New Zealand the whole lot can arrive there the next day.

I'm not sure you can apply that as a parallel. If we stick with modern times, why not use planes instead of ships? A jet plane could get from end of the earth to the other in one day, even including refuelling.

Who's to say what space ships are capable of in this [game] universe.
However, I do share some of the sentiment about increasing the strategic elements by moving the systems father away.

But there is more to the game than war fighting. Trade will suffer enormously with this idea as Andy mentions.

I don't think it will effect skirmishing except to change the slant of it. Skirmishers will have to be more independent, long-range types that will not be based at bases, but on patrol near the borders, ready to intercept or hit targets identified by the advanced scouts...

More, and different, strategies...

I'm leaning..
Andy
QUOTE (Steve-Law @ Jan 28 2005, 10:57 AM)
I don't think it will effect skirmishing except to change the slant of it. Skirmishers will have to be more independent, lond range types that will not be based at bases, but on patrol near the borders, ready to intercept or hit targets identified by the advanced scouts...

More, and different, strategies...

I'm leaning..

Ah but it will

Skirmish groups will become legitimate targets for a large fleet of ships to easily destroy as they will have no support. Finding and engaging an enemy in the Capellan periphery will become much harder, while the enemy runs rampant. A fleet of small scouts finding targets in advance of a large fleet will be hard to stop.

Andy
Steve-Law
QUOTE (Andy @ Jan 28 2005, 12:05 PM)
Skirmish groups will become legitimate targets for a large fleet of ships to easily destroy as they will have no support.

So use the skirmish group to lure the enemy fleet to *your* fleet. They won't do that again. wink.gif

(Mind you, pirates aren't that easy to catch are they...)

But okay, anyone can counter-argue almost any point, let's stick with the main thread. smile.gif

Jump TUs...
ptb
Expanding the galaxy, by either slowing down jumps, making jumps cost more, or just making jumps longer, will help smaller affilations a great deal.

My reasoning is that with a 'larger' galaxy small affilations can avoid the big powerblocks or even stand a chance to attack them. If you can't move your whole battle fleet across your space in one turn then you can't react to a suprise attack, unless you have divided your fleets before hand, which in turn weakens your response to any location.

As to the arguments against trading, if feel they can be safely ignored as the whole trade system needs an overhall. For trade good the multipliers just don't currently work unless you happen to own both the starbase and resource locations. As to tech goods such as modules it can only help trade if you make moving between locations harder because there is a smaller radius people can easily ship items to their starbases goods in this area drop in value as the ratio of supply to demand is lower locally, however goods that you currently ship halfway across the galaxy go up in value because the easily accessed supply drops. Therefore ships willing to make long haul trips can make much more profit that is currently possible. Trading, overall, is still broken though.
brian kreiser
I can accept longer jump tu cost, but the burn-out off jump engines is bad imho. If you apply lifespan for a ship item then it should be done for them all (sensor, engines etc.).

The overloading of jump engines could cause damage to the ship just like e-jumping that would be a simple way to handle this feature.
Garg
interesting thread, especially how people seems to flip flop in regards to what they want in a game <g>

If people want realism in Phoenix, then do we need to have a redo of the entire game, because Phoenix is not about realism.
This i have been told constantly, when i suggested things.

I am against the changes because i might not even want to do any faster jumping, so should my Jump Drives suddenly blew up after some use? why should i suddenly pay 120tu to jump????

Setup new item if you want, but to be able to move futher, will just end wars faster.
Andy
QUOTE (Gandolph @ Jan 28 2005, 10:14 AM)
i think some of you have gone on a tangent here, but one of the problems is a hyperdrive is a game changer in my view.

without some form of limitation, we can have every single warship sat in orbit in Mattalot for instance, and can get to anywhere throughout ours and enemy space in less than 300 tus, then can jump 4 system every day after that.

and i say again its like the entire Royal Navy sitting in faslaine docks/plymouth/ whereever, and when something happens and a pirate attacks in New Zealand the whole lot can arrive there the next day.

it requires preplanning and forethought, not just oh look theres a Small CNF Group OR Small IMP group lets send 300 ships, if you can say hand on heart this is realistic then lets carry on.

I consider it to be a game changer......and in the long run potentially a game destroyer

thats my view, it has been for a long time

Whatever is proposed for the Hyperdrive also has to be applied to the QJE as well, otherwise you will suddenly see a large fleet of 50 hull ships that are very quick to the point where they are unlikely to be hit.

Is the problem not that the warships save up their TUs to a full 300 as they sit around in defensive situations and can then use them in one go - are we not simulating the fact that the warship in fact takes 1 week to get into position ie 300TU?

1 week to get a warship in position seems reasonable to me. A squad of fighter planes can get to New Zealand in less than a week. I would hope anyway.

Personally I think this is a game mechanic issue as opposed to the jump engine itself - we are simulating 1 weeks worth of movement in 1 day.

Perhaps a suggestion would be to not allow warships to accumulate TUs? They would only have 60TU available to move at any one time (or perhaps 150TU to allow for standard jump engine and movements in system).

This would result in warship orders having to be sent every day (with squads that isn't much of a problem)

It would also allow the hyper jump and QJE to be used not as a game winner but as an advantage none the less.

I for one will be really unhappy to see 1 year of SAs and 3 years of research (10000 point Zionite + 10000 point Hyper JE research projects) going down the toilet. Uhappy would be the polite way of saying it.

Andy

And by the way I think all actions take alot of planning and forethought - like where to station and resupply ships so that they can go and stomp on an enemies positions, like how to arrange a fleet to it's maximum effectiveness so that it can kill as many of the enemy as possible. The hyper jump engine just makes the range of these attacks greater.
CNF Jon Tenor
QUOTE (brian kreiser @ Jan 28 2005, 12:37 PM)
The overloading of jump engines could cause damage to the ship just like e-jumping that would be a simple way to handle this feature.

That sounds a better idea, much simpler. Maybe just integrity loss rather than damage, though?
Nik
QUOTE (CNF Jon Tenor @ Jan 28 2005, 11:42 AM)
QUOTE (Nik @ Jan 28 2005, 08:56 AM)
The idea of limiting it to one jump per day is also not good in my opinion.  If the idea is to prevent surprise attacks then it'll not make that much of a difference as space is vast and you cannot cover searching all OQs in 1 day. Transports on the other hand, esp. small traders with 1-2 ships, will suffer as their unprotected transport will lie in the middle of nowhere as they go from A to B, making losses to pirates vastly higher (unless you want to send in updates every day)

No, my point was that it'd make surprise attacks *easier* if anything; you can attack without knowing that there will definitely be a massive armed response. And as for making transports more vulnerable, I'd consider that a good thing too - a bit of risk makes things more interesting.

But then would you attack if you know that you're then defenceless at home? No, or not with your whole fleet, but with a smaller fleet. However, the attacking fleet then risks either getting pounded when the response comes or the game heads towards hit-and-run being the sole tactics.

As to transports, for affiliations it isn't such a problem as most affiliations can afford to put a couple of Broadswords with a couple of transports. For the IND player, however, the risks become a lot larger.

Nik
Nik
QUOTE (Gandolph @ Jan 28 2005, 11:14 AM)
i think some of you have gone on a tangent here, but one of the problems is a hyperdrive is a game changer in my view.

without some form of limitation, we can have every single warship sat in orbit in Mattalot for instance, and can get to anywhere throughout ours and enemy space in less than 300 tus, then can jump 4 system every day after that.

and i say again its like the entire Royal Navy sitting in faslaine docks/plymouth/ whereever, and when something happens and a pirate attacks in New Zealand the whole lot can arrive there the next day.

it requires preplanning and forethought, not just oh look theres a Small CNF Group OR Small IMP group lets send 300 ships, if you can say hand on heart this is realistic then lets carry on.

I consider it to be a game changer......and in the long run potentially a game destroyer

thats my view, it has been for a long time

The HJE was in the game during the time of BSE so Mica/David would have taken this into account when the game was designed. And indeed it was, since there is a big limitiation with the HJE, that is the need for zionite of which there is a _very_ limited amount in the game. So it is not a game changer and never has been one. If there was no limitation as you say, then why isn't the IMP fleet sitting in Mattalot and responding the next day. It certainly isn't the tech required to research it preventing this from happening.

Apart from which, this can all be aimed at the QJE for which there is no limit when the affiliations get the tech. So at some point in the future, the majority of 50 hull or smaller ships will have QJEs present jumping at 50TUs.

Nik
Dan Reed
QUOTE (Steve-Law @ Jan 28 2005, 09:10 AM)
One other point to mention, just for completeness.

If we introduce something that allows regular reduction of jump TUs, that puts affs, or players, who must rely on Stargates (or wormholes) at a bit of a disadvantage (you could even say a bit more of a disadvantage maybe?).

It could be argued several ways probably, but it's another factor to take into account.

Perhaps there should be opportunity then for enhanced stargate keys? There's already tech for speeding up wormhole transitions ph34r.gif

Dan
Dan Reed
Just thoughts... I'm not decided yet whether this would be a "good thing":

If the variable jump thing gets decided on, there are other ways for jump engines to degrade over time - they would have to be uninstallable still. (but possible to jetisson for changes).

For example, using a JE (of any kind) at less than the standard TU's for that type can cause wear... not for it to be destroyed, but to increase the chances of a misjump to a different system.

memories of Elite's misjumps came flooding back just then... must be getting old biggrin.gif

Quantum and hyper jump engines would have a smaller TU threshold for this to happen (as they have a shorter TU cost now). But there should be no precise notification of this chance, only a descriptive tag ("pristine, shabby, worn, etc. etc.)

Come to think of it, having that kind of description rather than a number would be better anyway!

Of course, affs will be able to change them out relatively easily. But one way to prevent this happening too often, would be to increase the integrity loss for installing jump drives of whatever type. There could be all kinds of justifications for that, including an explanation describing a "jump engine" as not a single item in one place in a ship ,but dispersed throughout the structure of the ship. this would require a lot of work within the ship's structure to install.

If a JE only costs 0.1% integrity for a HH ship, people will swap them out frequently... if it costs 4-5% the patch cost is quite significant, so people will have to judge the best timing for when to replace the engine

Dan
Garg
but why do we want warships to come around faster then before?

There is no frontlines in this game already, stockton comes to mind smile.gif
ptb
QUOTE (Garg @ Jan 29 2005, 01:44 AM)
but why do we want warships to come around faster then before?

There is no frontlines in this game already, stockton comes to mind smile.gif

We don't want warships to be able to move faster, or at least i don't.

Personally i think it's the ability of powerblocks to be *anywhere* in a day that is causing people to get bored and leave, and the more people leave the worse it gets for everyone.

Okay so this post is at least a bit rant-like, but i, and as others have said before, feel that this is a major problem. Plot elements like the FLZ/FEL war are made mute by the consortium, which is a shame cause i thought that would put a bit of the life back in the game.

Granted this partiuclar issue wouldn't have that much effect on that conflict but being able to get anywhere so fast is still a problem. There is, for example, no way a small affliation could take on one of the powerblocks as hit and run or terror tatics only work on the tiny scale pirate large does them. (Who, atlhough i don't agree with priacy, and want my shup back!, is doing a lot on his own to inject life into the game)

All this is the main reason I suggested the 1 jump per day limit, so maybe you make that two for qqj drives so they keep their advantage, although personally i think the 50tus thing would be enough.

Just for reference the reason I started playing phoenix is that a freind of mine used to play and kept telling me about all the bse things, like the alien ship, now i know some of those things are out there and i'm willing to sa to find them but i can't help but get the feeling that phoenix lost something from bse, no matter how much else it gained.
Dan Reed
QUOTE (ptb @ Jan 29 2005, 09:36 AM)
We don't want warships to be able to move faster, or at least i don't.

Personally i think it's the ability of powerblocks to be *anywhere* in a day that is causing people to get bored and leave, and the more people leave the worse it gets for everyone.


There are several ways to solve this, including changes that increase the distances/TU's to jump. if you noticed, the start of the post included INCREASING the standard jump TU cost to 120

QUOTE

Okay so this post is at least a bit rant-like, but i, and as others have said before, feel that this is a major problem. Plot elements like the FLZ/FEL war are made mute by the consortium, which is a shame cause i thought that would put a bit of the life back in the game.


in many ways it has - and there's a LONG way to go yet. this is the first cycle of a long campaign... if anything the defection of some of the FGZ will increase the public nature of the campaign. dry.gif And while the distance between jumps does not currently affect the campaign, it will.... so if Mica wants to readjust the jump distances in the camaign area, now is as good a time as any ph34r.gif

QUOTE

Granted this partiuclar issue wouldn't have that much effect on that conflict but being able to get anywhere so fast is still a problem. There is, for example, no way a small affliation could take on one of the powerblocks as hit and run or terror tatics only work on the tiny scale pirate large does them. (Who, atlhough i don't agree with priacy, and want my shup back!, is doing a lot on his own to inject life into the game)


Yes, it is a shame... but in many ways you can't blame the powerblocs for doing all they can to protect their assets...so the only way to change that is to change the game mechanics (fiddle with jumps), or the game data (increase the distances).

perhaps take the current jump distances and increase them - make it a distance not a chunk of 1-4 jumps? Even make the TU' cost linked to the distance...that makes it a touch more complex, but might solve the "anywhere instantly" issue - or at least make it more difficult ph34r.gif

QUOTE

All this is the main reason I suggested the 1 jump per day limit, so maybe you make that two for qqj drives so they keep their advantage, although personally i think the 50tus thing would be enough.

Just for reference the reason I started playing phoenix is that a freind of mine used to play and kept telling me about all the bse things, like the alien ship, now i know some of those things are out there and i'm willing to sa to find them but i can't help but get the feeling that phoenix lost something from bse, no matter how much else it gained.


there's still a lot around, you just need to find it

Dan
Paul
I might be wrong here but your are not instantly jumping anywhere.

A 300tu jump is effectively taking you a week.
The game mechanincs allow you to store up a weeks worth of time.

You are now getting into the realms of making the game more real time by saying you cannot save up tu's and then you end up with no stored tu's and you must use your 60tus per day or lose them.

The 'instant jump' isn't a jump drive problem its a tu storage problem.

I am for one happy for the way things are.

People have researched the ability to jump in a smaller time time then good for them ..thats progress.

What is the mechanics of jumping? Is it taking a short cut through a different dimension or just simply folding space? Its going to be quick.

Quotes of unrealisticness are a bit out of proportion I think. Its not unrealistic if the technology permits. Unrealistic is saying we can get to Alpha Centuri in 2 days (100 tu's) where as the Navy sailing to Australia in a 2 days seems far more plausible to me at this moment in time.

I think this is making the use of say hyper drives a problem .. how many affs are begging for zionite? Even 1mu is hard to come by and you don't want to see that burning up or somebody burning out standard jump cos you can replace them like water.

THe bottom line for me is technology moves on and things get better... are you going to tamper with my mk6 gattling lasers cos they are unfair and your missiles all get shot down?

I like the fact a fleet can move fast ..it think it enhances the strategy side of things, opens up greater possibilities. You cannot sit back in your system at the back end of the chain thinking all is safe.

Hope I made some sense.
Garg
Still why should ships suddenly require 120tus? my fleet consist mainly of merchantships, i already think 100tu is much to wait for <g>

What i still think would be best is make stargates more public info and easy to make, so that merchantships can move around quickly for trade.

Make it so, that a starbase run these gates and they can block other affs and class ships as either warships or merchants, so those owning them can block warships as well.

And lastly, warships can use gates to nearest open system, like yank and move from there to enemy, but max 1 system per jump as engines are slow, but can research faster systems, like less TUs to jump, but nomore ever then 1 system. Setup empty systems for links that is more then 1 system, so they can move there and make movement within system more important, instead of just bypassing a system by jumping, you can only jump from ring 15 to another ring 15.

Like from Yank to Acropolis, you need in yank to go to ring beta 15 to jump to acropolis and you will arrive in the oppersite bit Delta 15. and the other way around, this would cause frontlines to appear no one can just bypass each other, so will keep starbases more safe in the backrow, but frontline systems will have massive battles.

This was my suggest instead of making heavies more hard to make, this could or should at least give small affs a way to fight the big, in that they have to work on holding back the enemy and could use their own gates to move to nearby systems to go vs their enemies.

This is how i see it best, ofc 1 aff vs 5 dont still stand a chance much, but you got a chance to seek allies or support using gates and your main planet might not get hit for a few weeks as the frontline fights.
Steve-Law
QUOTE (Paul @ Jan 29 2005, 03:02 PM)
A 300tu jump is effectively taking you a week.
The game mechanincs allow you to store up a weeks worth of time.

You are now getting into the realms of making the game more real time by saying you cannot save up tu's and then you end up with no stored tu's and you must use your 60tus per day or lose them.

The 'instant jump' isn't a jump drive problem its a tu storage problem.

It's a good point, and very true. The problem though comes from standing war fleets.

For a freighter, yes, the stored TUs took a week to accumulate, a week of doing nothing else, no trading, no transporting items etc. That makes sense, and balances well.

But a war fleet generally does nothing until there is a battle for it to respond to, then the stored TUs were basically for free (they wouldn't have been used anyway), the action happens in one day effectively.

FLZPD
QUOTE (Steve-Law @ Jan 30 2005, 08:24 AM)

It's a good point, and very true. The problem though comes from standing war fleets.

For a freighter, yes, the stored TUs took a week to accumulate, a week of doing nothing else, no trading, no transporting items etc. That makes sense, and balances well.

But a war fleet generally does nothing until there is a battle for it to respond to, then the stored TUs were basically for free (they wouldn't have been used anyway), the action happens in one day effectively.

If variable Jump Tus is possible, an idea could be to have it dependant on hull type - the lighter hulls keeping the 100tu cost, heavier hulls being more expensive.

As with any change, though, there will be winners and losers - faster jumps for light ships means GPs can be moved faster into combat zones; higher tu cost for warships means its harder to defend a spread out empire and so makes it easier to defend the empires with restricted access (those through wormholes, stargates, blackholes, etc).

Mark
CNF Jon Tenor
QUOTE (FLZPD @ Jan 30 2005, 10:59 AM)
If variable Jump Tus is possible, an idea could be to have it dependant on hull type - the lighter hulls keeping the 100tu cost, heavier hulls being more expensive.

Great, penalise heavy hulls even more, despite them already being stupidly expensive to build and maintain. :-/
HPSimms
An un-necessary change that efectively penalises those who have made the effort, or are still making the effort, to research more efficient jump drives.

Space is a big place and it takes time to get around, live with it.

Don't want it and if there is a vote I will be against it. sad.gif

Geoff
ptb
QUOTE (HPSimms @ Jan 30 2005, 11:43 AM)
Space is a big place and it takes time to get around, live with it.

I think the whole direction of this thread so far is that space *isn't* big and it *doesn't* take time to get around.
Paul
"Space is a big place and it takes time to get around, live with it."

I think Geoff means that with existing normal drives space is big, there is no need to change normal jump drives to allow them bigger jumps.
Improved technology makes it small.

I agree that this change penalises those that have strived forward in this area of tech.
You can't penalise an aff who has been researching these advancements as you potentially are now threatening any improvement that others deem as unfair.
You might as well quit research and wait for somebody to even the playing field for you.

Just trying to look at this with a broader perspective than the issue of jump times.

Bottom line is:
you want quicker jumps ... research the tech.
I believe this is why research exists ... to better yourself.

I know I spend 10's of thousands of stellars each week on pure advancement research (not copying) to better what I have.

I think it was mentioned earlier that people may quit .. buy why?
When a new aff is born it is in the knowledge that it will have to play catch up ..its wrong to moan later that you are behind and things are not fair.

Hope I didin't go off on a tangeant there smile.gif

Paul.
Albert
Perhaps the answer can be found in crossing the Periphery line. This effectively is entering another Galaxy (I think) and perhaps this should take more tus. Stargates and wormholes tus could also be increased. Time between systems is ok but it takes the same time to travel from the edge of one galaxy to the next, which I feel, is wrong.

The results would mean that you would be ok in yuor own patch but enter someone elses and you are in trouble. It would also bring a foot hold scenario situation in the game unlike what we have now, where the IMP and CNF can strike at the very heart of each others empires. ( A place might I suggest where all new players are gathered and recieve their training in relative safety)

John Doe
ptb
QUOTE (Paul @ Jan 30 2005, 04:32 PM)
I think Geoff means that with existing normal drives space is big, there is no need to change normal jump drives to allow them bigger jumps.
Improved technology makes it small.

I agree that this change penalises those that have strived forward in this area of tech.

Were not arguing for making normal jumps go futher, the majority of the points is to make the distance between systems further or to make jumps use more tus.

Most people are saying the problem is that normal drives, and qqj are to fast.
Ted
I'm going right back to the beginning of this thread.
Some players want to overload their JEs as we can now do with an emergency jump.

We've had all the talk about extending jump distances to adding Tus to the cost of jumps.

IMHO physics is physics(real world or game world rolleyes.gif )
Every ship captain knows that a standard JE can be overloaded to make a quicker jump and from inside orbital 10,but there's a cost dry.gif
Again I say Physics are Physics and a standard JE is a standard JE,you can only do so much with it.
If you want to travel more quickly,research different engine types,as some are doing.
All this thread is IMHO pointless,sorry to be so blunt! smile.gif
For the third time Physics is Physics.
Everyone one knows the limtations of JEs.

One last question!
Did the planet Earth expand in size to compensate for the shorter travel times when humankind developed aircraft? biggrin.gif
CNF Jon Tenor
QUOTE (Ted @ Jan 31 2005, 11:29 AM)
Did the planet Earth expand in size to compensate for the shorter travel times when humankind developed aircraft? biggrin.gif

No, but the planet Earth wasn't designed to be an entertaining game.

Um.

I hope!
Mica Goldstone
QUOTE
Did the planet Earth expand in size to compensate for the shorter travel times when humankind developed aircraft?

But would the world be a better place if it could?
FLZPD
QUOTE (Albert @ Jan 31 2005, 01:26 AM)
Perhaps the answer can be found in crossing the Periphery line. This effectively is entering another Galaxy (I think) and perhaps this should take more tus. Stargates and wormholes tus could also be increased. Time between systems is ok but it takes the same time to travel from the edge of one galaxy to the next, which I feel, is wrong.

The results would mean that you would be ok in yuor own patch but enter someone elses and you are in trouble. It would also bring a foot hold scenario situation in the game unlike what we have now, where the IMP and CNF can strike at the very heart of each others empires. ( A place might I suggest where all new players are gathered and recieve their training in relative safety)

John Doe

I like this idea - in the majority of cases you dont know when you move from one periphery to the next!

Mark
FLZ
Sam_Toridan
After reading through this long thread I think that I'm with Richard (and Ted and Geoff huh.gif ) on this issue. If you want to change your jump characteristics then research newer drives. As Richard pointed out there are many ways in which the parameters can be played with. Leave the basic jump mechanic as it is.
MasterTrader
QUOTE (ptb @ Jan 31 2005, 08:11 AM)
Most people are saying the problem is that normal drives, and qqj are to fast.

And I disagree with that opinion. It's already two weeks' solid jumping to get from Capellan to Darkfold, and that's just travelling within publicly known space, and without taking anti-pirate evasive manoeuvres (i.e. avoiding ending your turn in ring 10). The ratio of time to jump between systems and time to travel across systems is already a lot better than it was in BSE.

The need to travel out to ring 10 can also be a significant factor - hence why a new jump engine that jumps in the same time, but can jump from ring 9, would be very worthwhile.

Nothing said here so far has changed my opinion - the operation of the standard jump engine does not need changing, either to make slower or to make faster.

Richard
AFT
Gandolph
well, ill say it here and now, so no body can say in a year or more time, when more short speed jump drives become available to more people.

most warships will sit in an orbit of a starbase and will only move when a target is spotted and the odds are totally in their favour (a good example is the DTR fleet that is sat in Straddle, the DTR only go when they spot anything, or are responding to an attack and can get virtually anywhere within 24 hours, no offence to the DTR made here)

all freighters will be able to get from a to b without actually staying in open space, this will result in no pirates as they will be wasting their time (acrhangel may be happy with this one) which will remove that element of the game

a lot of the current actions will grind to halt, as nothing will be available to be attacked unless it a mass action.

again just my view, but from the position im sat in i can see this is already happening with 1 power block, when all others get faster drives it will happen there as well.
David Bethel
Yup maybe plan B was better, all jump drives decay with each use, and no advantage.
Thomas Franz
yes, I can see Richards point in general, but there are a lot of arguments that have been mentioned in this thread for the availability of fast jump drives.

how about not fundametally changing the game but simply allow ordinary jump drives to overload (max. 200% => 50 Tus jump) at the cost of extra integrity loss? I'm sure David and Mica can come up with a draconian formula for this... :-)
Any jump drives that are already faster (quantum, hypers etc) should not be allowed to do this.
This would allow everybody to jump at 50TUs regardless of the engine they use but at a considerabel cost if you have not invested into the technology to do this.

It's up to everybody to invest into the technology to avoid the extra integrity loss. Hypers are not hard to research at all, finding yourself some zionite is a little more tricky. If you do not want to be bothered then simply put more factories on patches to make up for the extra integrity loss.


Thomas
Garg
what are the penalties from a emergency jump currently?

since people are asking for this, it must mean they are quite weak.
Gandolph
the penalties are far from weak, anything upto total destruction dependant on hull type and damage before jusp etc, also if your in ring 1, you could try several times and fail, you still get all the damage etc as if you ej in the first place

although no one is suggesting we EJ as far as im aware, they are talking about overloading which i feel is different. not necessarily the answer, but different
gtdoug
QUOTE (Garg @ Feb 9 2005, 03:13 PM)
what are the penalties from a emergency jump currently?

Here's an example of the damage from an EJ...

Emergency jump attempt caused massive internal damage:
10 Heavy Hulls (80)
1 ISR Type 3 Engines (150)
3 Magazines (135)
4 Missiles (209)
1 Thrust Engine (160)
Ship lost 6.8% integrity due to manoeuvre

this was a 'political' Broadsword... now it's in the docks...

Here's another ... much more painful EJ result...

Emergency jump attempt caused massive internal damage:
1 Bridge (100)
1 Bunks (98)
3 Cargo Bays (134)
2 Human Crew (505)
1 Human Employee (501)
20 Industrial Modules (400)
1 ISR Type 3 Engines (150)
1 Jump Drive (175)
1 Kastorian Crew (633)
2 Light Photon Guns (300)
27 Normal Hulls (70)
3 Shields (115)
6 Survey Sensors (380)
3 Thrust Engines (160)
5 Transport Modules (415)

Ship lost 5.5% integrity due to manoeuvre

the second ship is now stranded without a bridge (efficiency penalties apply) and no jump drive to get home for repairs...

These are just examples ...

GTDoug.
Andy
I really don't like the idea of degrading jump drives. If you do it for jump drives then you do it for all items installed in a ship. Personally that's not something I would enjoy having to manage - the integrity of the ship and the integrity of the installed items on the ship.

The problem is not the jump drive itself but the fact that a ship can store up 300TU and in that 300TU the ship can get a long way.

Why not set the program to only allow a ship to store up 150TU. You can still write stacked orders but it will mean that warships (as this is the general complaint here) cannot jump from one end of the Periphery to the other.

Alternatively make some jump links a 2 jump. Straddle to Skord, Storm and Dryad as an example. Perhaps all systems connecting to Audrey should become 2 links. Francoise Ruin Twinkle and Aladdin are other suitable candidates.

Andy
Gandolph
i agree, nothing can be done about the drives now as it is potentially too late, but its effects could be a problem in the long term

i favour stretching the jump gaps between peripheries as you suggest. not everyone will favour these steps if they are ever taken, some in my camp wont either, but i think it may become a requirement in the future
Garg
then we might as well restart the game as well, because there is alot of changes this game could benefit from, which is not here.

jumping have been like this ever since BSE, so whats wrong in keeping it like this?
if you want to do forced emergency jumps, then let it in, but you have to take the damage from it.

otherwise research the jump drives.
Gandolph
its going off on a tangient again

its precisely that answer thats the problem, once everyone has the engines, thats when the problem will arise. as per my mail at the start of the day

freighters moving from a-b, warships sitting in safe port and moving across a maximum of 20 systems in a day etc etc
Thomas Franz
QUOTE (Gandolph @ Feb 9 2005, 08:17 PM)
its precisely that answer thats the problem, once everyone has the engines, thats when the problem will arise.

but this is very unlikely to happen. we have lost considerably more hyper engines than we have found zionite, and I do not expect this to change, the quantum JE only works for 50 hulled ships.

So I think that the day when everybody (or better every ship) can jump in 50 TUs will never arrive.

Increasing jump distances between certain systems will work nicely to solve the problem that ships can travel too far in a single day, reduing the amount of TUs a ship can accumulate will do the same. but the former is making the game more boring since one will spend ages getting from a to b (totally against the idea of encouraging trade and will reduce stellar revenue for traders) and the latter will make the game even more work to play.

Both very unsatisfying solutions I think.


Thomas
Garg
thats why i say its too late for this, because jumps and distance is not the only problem in this game, so only a restart will solve it all, as you will suddenly need more things to make it all works, like more stargates.

The problem is not in distance, its more that you can just jump from any ring 10 to another system ring 10, i have made suggestions on this, but it would require a restart.

You just have to accept that phoenix is not about realism, never have been nor will be, because this is not what people really want, i should know, i want it to be more realistic, not just on a few points, but generally.

and lastly, a big problem is that we can save up TUs, give each ship 100tu each day, no safe up, so that game becomes more real time smile.gif but its bad for merchantships as they will never get help in time <g>
Andy
Even better only allow 60TU's to be saved up when there are no orders. When a ship has pending orders then the program should allow a build up of TUs. The Wait for TUs will become very powerful.

Merchant ships will never have problems as you will be able to load up orders and therefore not lose any.

Warships that sit around will only be able to respond after a couple of days.

It will mean warships will be able to patrol an enemies space with impunity.

Andy
CNF Jon Tenor
QUOTE (Garg @ Feb 10 2005, 02:38 PM)
thats why i say its too late for this, because jumps and distance is not the only problem in this game, so only a restart will solve it all

There's already plenty of precedent for changing things because of their effect on the game long-term - look at heavy hull production and maintenance.
Duckworth-Lewis
How about increasing the TU cost for successive jumps in a single turn?

...or alternatively have an incremental risk factor for multiple jumps
ptb
QUOTE (Duckworth-Lewis @ Feb 10 2005, 06:33 PM)
...or alternatively have an incremental risk factor for multiple jumps

I like that idea.

You'd have to make it default to not doing multiple jumps though (otherwise people could get damaged by mistake)
Sleeps With Dragons
QUOTE (Duckworth-Lewis @ Feb 10 2005, 05:33 PM)
How about increasing the TU cost for successive jumps in a single turn?

...or alternatively have an incremental risk factor for multiple jumps

Yep - both sound good ideas to me.
Mica Goldstone
As we are more interested in the effects fast jump drives have on warships as opposed to freighters another alternative is to charge TU's for battles.
The charge will allow a ship to actually enter negative TU's for the purpose of the next day. Something in the region of 10TU's per round in battle seems sensible.
So if a ship uses all its TU's to get to a battle and is involved for all four rounds, the next day it will only have 20TU's.

Another option is to cap TU's for ships involved in battle, i.e. if a ship enters battle, the next day it can only have a max of X TU's where X is something like 100TU's etc. So if for example you engage the enemy fleet that have been stationary for some time, the next day they will not have 300TU's.

Some modification of the two ideas could lead to interesting strategies and tactics.
brian kreiser
QUOTE (Mica Goldstone @ Feb 11 2005, 12:47 PM)
As we are more interested in the effects fast jump drives have on warships as opposed to freighters another alternative is to charge TU's for battles.
The charge will allow a ship to actually enter negative TU's for the purpose of the next day. Something in the region of 10TU's per round in battle seems sensible.
So if a ship uses all its TU's to get to a battle and is involved for all four rounds, the next day it will only have 20TU's.

Another option is to cap TU's for ships involved in battle, i.e. if a ship enters battle, the next day it can only have a max of X TU's where X is something like 100TU's etc. So if for example you engage the enemy fleet that have been stationary for some time, the next day they will not have 300TU's.

Some modification of the two ideas could lead to interesting strategies and tactics.

I like this idea. This will prevent hit and run tactics to some degree. But this would at least remove the penalties for trade ships when jumping, which has been suggested in this discussion.

Brian, DTR
FLZPD
QUOTE (brian kreiser @ Feb 11 2005, 01:05 PM)
QUOTE (Mica Goldstone @ Feb 11 2005, 12:47 PM)
As we are more interested in the effects fast jump drives have on warships as opposed to freighters another alternative is to charge TU's for battles.
The charge will allow a ship to actually enter negative TU's for the purpose of the next day. Something in the region of 10TU's per round in battle seems sensible.
So if a ship uses all its TU's to get to a battle and is involved for all four rounds, the next day it will only have 20TU's.

Another option is to cap TU's for ships involved in battle, i.e. if a ship enters battle, the next day it can only have a max of X TU's where X is something like 100TU's etc. So if for example you engage the enemy fleet that have been stationary for some time, the next day they will not have 300TU's.

Some modification of the two ideas could lead to interesting strategies and tactics.

I like this idea. This will prevent hit and run tactics to some degree. But this would at least remove the penalties for trade ships when jumping, which has been suggested in this discussion.

Brian, DTR

I think Hit and Run tactics are an important element of combat; not only from the tactical element it offers.

This would also make Piracy even harder, which I dont think should happen.

Andy
QUOTE (Mica Goldstone @ Feb 11 2005, 11:47 AM)
As we are more interested in the effects fast jump drives have on warships as opposed to freighters another alternative is to charge TU's for battles.
The charge will allow a ship to actually enter negative TU's for the purpose of the next day. Something in the region of 10TU's per round in battle seems sensible.
So if a ship uses all its TU's to get to a battle and is involved for all four rounds, the next day it will only have 20TU's.

Another option is to cap TU's for ships involved in battle, i.e. if a ship enters battle, the next day it can only have a max of X TU's where X is something like 100TU's etc. So if for example you engage the enemy fleet that have been stationary for some time, the next day they will not have 300TU's.

Some modification of the two ideas could lead to interesting strategies and tactics.

I like this idea in general. Warships are allowe dto respond immediately but have to be very careful when retreating.

One concern I have is that it will mean warships with a standard jump drive are going to get clobbered when retreating particularly if moving out to a jump ring as they will not have the TUs to jump immediately. Perhaps 150TU is better as a restriction. Patrolling warships will be able to engage fleeing ships far more effectively. It does mean more careful planning and tactics will have to be involved when assessing an attack so maybe this is not such a concern.

EJump must ignore the TUs left otherwise the defending force can potentailly be masacered

I think if you implemented both options but restricted the TUs to 150 this would be better. The 150TU restriction must be applied after the TU's have been taken off for battle

Andy

HPSimms
I belong to the "If it ain't broke, don't fix it" school of maintenance. Leave things as they are. tongue.gif

Geoff
Andy
QUOTE (FLZPD @ Feb 11 2005, 01:11 PM)
I like this idea. This will prevent hit and run tactics to some degree. But this would at least remove the penalties for trade ships when jumping, which has been suggested in this discussion.

This would also make Piracy even harder, which I dont think should happen.

Agree this has to be limited to warships.

Piracy will mean that ships need to be staged properly near to scout ships. If this is done then there is no reason why Pirates will be affected more than a War Aff
ptb
QUOTE (Mica Goldstone @ Feb 11 2005, 12:47 PM)
Another option is to cap TU's for ships involved in battle, i.e. if a ship enters battle, the next day it can only have a max of X TU's where X is something like 100TU's etc. So if for example you engage the enemy fleet that have been stationary for some time, the next day they will not have 300TU's.

This could lead to some very novel tatics i think smile.gif
I prefer this to the cost-per-turn suggestion because i think that would damage hit and run tatics too much, where as this just opens new one, in that it makes it practical to tie up an opposing force, as well as solving the "instant warfleet" problem.
MasterTrader
I quite like Mica's suggestions. However, in order to make hit and run attacks more feasible, there would probably need to be an option to flee on a given round of battle (so fast ships could go in, only fight two rounds and then disengage so as to have the TU's the next day to move away). Obviously disengaging on a given round requires you not to be pinned...

Richard
AFT