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[FAQ
Forum Index » » Developer Feedback » » Idea on Escape Jumps..
 Author 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?
_________________


JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
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.
_________________


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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Honoured,
Osp

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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  Email Light-of-Aurora
Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2006-04-04 14:35   
Quote:

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.




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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  Email GothThug {C?}
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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  Email Light-of-Aurora
Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2006-04-07 14:23   
Quote:

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



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..
_________________


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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