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yamamushi

Manual Jump Probe Activation

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I would like Jump Probes (the ones we send into space to find new stars) to be able to be carried in cargo and activated manually.

 

 

I know it's a short post, but I'm positive someone understands how this can be used.

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From the immersive point of view: sure, why not. Take that probe with your fast agile ship somewhere with you and launch it where you want.

 

Depends though what happens once the probe is there. Can you build that connecting stargate everywhere?

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My impression was that the probes are only temporary, and only serve to allow a few ships to travel quickly across space so that they can begin the construction of their stargate on the other side. I would assume that the mechanics of stargates would require some minimum distance between them. 

 

Think about it, probes that you can activate that allow several ships to jump to your location immediately... 

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My impression was that the probes are only temporary, and only serve to allow a few ships to travel quickly across space so that they can begin the construction of their stargate on the other side. I would assume that the mechanics of stargates would require some minimum distance between them.

 

Think about it, probes that you can activate that allow several ships to jump to your location immediately...

My info on stargates:

You build a probe

You send that probe away

Probe arrives

You jump to probe

You can build stargate there

Maybe build initial (first) stargate while you wait on probe to land?

 

Correct?

 

My assumptions:

There needs to Be a minimum distance to where your can send the probe.

There needs to Be some kind of overview which probes you have launched and where they are going in order to link the gates later.

 

So imho no jumping to your ship via probes (maybe through other means) as you first have to send that probe away

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My impression was that the probes are only temporary, and only serve to allow a few ships to travel quickly across space so that they can begin the construction of their stargate on the other side. I would assume that the mechanics of stargates would require some minimum distance between them. 

 

Think about it, probes that you can activate that allow several ships to jump to your location immediately... 

No, that's what I mean. 

 

Bigger ships = more powerful scanners = can use jump drives by locating the proper range where they will jump.

 

Smaller ships = home-in on probes and take quite a bit more time to get to it.

 

Stargates = enable a bigger volume of ships to get to a destination, with stargates being limitless uses but limited capacity in volume.

 

 

Essentially, stargates serve the people who want to go solo and / or play with a crew of 3 or 5, that can't afford jump drives, while am assive battleship with many pepople involved can afford a jump drive and cannot fit through a stargate.

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My info on stargates:

You build a probe

You send that probe away

Probe arrives

You jump to probe

You can build stargate there

Maybe build initial (first) stargate while you wait on probe to land?

 

Correct?

 

My assumptions:

There needs to Be a minimum distance to where your can send the probe.

There needs to Be some kind of overview which probes you have launched and where they are going in order to link the gates later.

 

So imho no jumping to your ship via probes (maybe through other means) as you first have to send that probe away

Well,they did say you send a probe, the probe enables a few jumps and you send ships through it to build a stargate.

 

Howver, the devs didn't specify if you have to build a stargate at Point A before building a gate to Point B.

 

Although, as I mentioned, system-to-system jump drives would have to come along with stargates, otherwise PvP is just not gonna

happen with all factions spreading through the different star systems, with Stargates locked down for each other.

 

And let's be real, rule #1 of making a cartel : Control Distribution. Nobody in their right mind will leave stragates unlocked for the public to "trade", they will just have a trusted hauler corp with access to use the gate to haul things people bought from their market, so the  tactic of "I will send a scout and throw down probes (as Yama suggested) for my guys to warp to on the enemy's system, no need for jump drives" is not a real option, at least, not against people who know what they are doing with their security measures.

 

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I approve of this idea. (This should frighten you.)

Thing is, if stargates can be perma-locekd on one side so people do not get through them, you can't possibly expect to attack a place with this kind of tactic. You can't send a scout who can drop a probe or five so a fleet can jump to them, to attack a faction's shipyard that they keep off of the main grid.

 

But on the bright side, here is an item that will be illegal to have within some systems : unauthorised jump probes.

 

Smugglers and stuff.

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I would like Jump Probes (the ones we send into space to find new stars) to be able to be carried in cargo and activated manually.

 

 

I know it's a short post, but I'm positive someone understands how this can be used.

I had understood that you built warp probes like any other ship. Edit: But that was just a assumption.

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Have the devs said they intend to include jump drives or is that just a feature people would like to have?  The only things I've heard mentioned are FTL and stargates.

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Have the devs said they intend to include jump drives or is that just a feature people would like to have?  The only things I've heard mentioned are FTL and stargates.

Warp was confirmed many times by the devs and it's going to be used in-system, as the Devs explained, and it's very possible that it may come or take time to be unlocked by players down the line as training times progress.

 

Jump Drives, would simply be more powerful Warp Drives that can perform a "jump", which can't be below a certain distance, like, a Light Year minimum (for balancing reasons, no "teleporting" within a system via jump drives).

 

And yes, everryone hopes for Jump Drives that take an enormous amount of wattage to operate and able to be fit on certain ships, like some Carriers, that would be huge enough to not be possible to pass through a stargate's quantum wormhole mcguffin.

 

Or smuggler ships, able to barely fit a jump drive by sacrificing all of their offensive wattage distribution and jump between systems to avoid taxation by delivering black market goods (tax-free transactions).

 

And because tactics. If there isn't a siege ladder in the form of a jump drive, then battles will be quite frankly impossible, as every time one fleet crosses a stargate, there will be a slugfest that the defending side wins.

 

If stargates can be hacked through, then what's the point of putting tolls on them, right?

 

Stargates should be meant for smaller ships, like haulers or small-time couriers, or mining barges, AKA, the people who just want to get somewhere and don't got a super-huge ship that requires a huge crew to operate.

 

So yeah, everyone hopes for Jump Drives like out of BattleStar Galactica, requiring range-finding to determine the exact distance of the jump, with a possible capital ship coordinating the jump coordinates to the rest of the fleet (because, you know, specialised ships and all that).

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And because tactics. If there isn't a siege ladder in the form of a jump drive, then battles will be quite frankly impossible, as every time one fleet crosses a stargate, there will be a slugfest that the defending side wins.

 

Even without jump drives, I think battles would still be possible.  Each side could construct their own stargate to a system and use it to establish their own territory there.  Battles would result when these territories encroached on each other.  Many of the ships involved might be ones built in those territories.

 

I am not against jump drives, but I think interesting conflicts can develop even if they do not exist.  It would just be a different type of combat that would require a different type of  strategy.

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Even without jump drives, I think battles would still be possible.  Each side could construct their own stargate to a system and use it to establish their own territory there.  Battles would result when these territories encroached on each other.  Many of the ships involved might be ones built in those territories.

 

I am not against jump drives, but I think interesting conflicts can develop even if they do not exist.  It would just be a different type of combat that would require a different type of  strategy.

 

But what if you're attacking a territory where you don't own anything and everyone on the other side of the only available stargate is hostile?

 

You can't create unassailable fortresses simply by virtue of owning all the land in the system. There needs to be some way to crack even the toughest of nuts.

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Even without jump drives, I think battles would still be possible.  Each side could construct their own stargate to a system and use it to establish their own territory there.  Battles would result when these territories encroached on each other.  Many of the ships involved might be ones built in those territories.

 

I am not against jump drives, but I think interesting conflicts can develop even if they do not exist.  It would just be a different type of combat that would require a different type of  strategy.

I see your arguement of "set up a stargate as a siege ladder" , thing is, those things will cost an arm and a leg to put up, they are meant for travelling, not sieging.

 

The way the devs explain it, the stargate can "eject" you to a direction a probe is, you need a gate from there on to eject yourself back to your original gate. Call me crazy, I won't allow my enemy to set up a stargate on my end of the battlefield :P

 

The idea for Jump Drives, is the same as EVE's, they are meant for either Capital ships (really big battleships and the such" or Jump Freighters, which are essentially end-game truck simulator.

 

 

To be honest, I would prefer each ship having a "jump function" on their warp cores, meaning high speeds, but not easy to brake, the caveat, being that if you can't pinpoint the exact location and range of your jump, you end up wit a long cooldown on your jump drive (since it's essentialy an afterburner for your warp drive) and quite possibly, being stranded in the midst of nowhere, if your ship has no range-finding capabilities.

 

That way, actual smugglers would need to know ranges by memory, like "if I'm 50 AUs off this star, and 20 AUs from those two planets on this very system, then I need a 10 LY jump to get to the system I want via Jump Drive" since their ship would barely be able to tolerate such an enrgy consuming thing as a Jump, let alone a powerful range-finder.

 

Stargates, would simply eliminate the need for range-finding for ships that can't afford such powerful arrays, like normal merchants or miners going on a mining site within their faction's territory, delivering you from point A to point B between systems.

 

But that's my PREFERRED way of this thing being implemented. Otherwise, slow-warping between systems it is.

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But what if you're attacking a territory where you don't own anything and everyone on the other side of the only available stargate is hostile?

 

You can't create unassailable fortresses simply by virtue of owning all the land in the system. There needs to be some way to crack even the toughest of nuts.

That's the idea behind how siege ladders begun. In retrospect, the idea is silly, but you add 20 meter high walls around a city, then the ladders become a tactical ingenuity.

 

You should be able to make your own territory SAFE by virtue of having defenses set up around its trading hubs, but one sHOULDN't be able to simply be cut off the rest of the world ,by virtue of destroying enemy probes and engineering ships, the moment they set a foot through a probe jump to set up a stargate. That's just gonna make PvP something plausible but not possible.

 

Not to mention with 48-hour timers on (what Imagine by now) strategic targets, you can't simply "hang around" for 48 hours withi na target's system, and even so, if you were to log out and your ship going into a 48 hours "reinforcement", that only means the moment you log back ,the enemy will simply have brought all of their fleet and have you surrounded in a pummeling ring.

 

Jump drives are needed, for more than one reason. Sieges and PvP are just one. I do firmly believe stargates should act like acceleration gates from EVE with Jump Drives being simply wattage-hungry modules for ships, or as Point-to-Point jump-gates, with the possibiltiy for free Jumps being there, but only for ships or people with precise range-findings or knowledge of specific navigational information.

 

But that's my opinion. Maybe the devs have figured out a more balanced way to implement this mechanism.

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I would like Jump Probes (the ones we send into space to find new stars) to be able to be carried in cargo and activated manually.

 

 

I know it's a short post, but I'm positive someone understands how this can be used.

that sounds cool have one at home u travel the distance and drop the probe off or you carry all the materials needed and then build it there and build a stargate and connect them 

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that sounds cool have one at home u travel the distance and drop the probe off or you carry all the materials needed and then build it there and build a stargate and connect them 

 

I don't think that's what he is talking about doing with this mechanic. B)

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And yes, everryone hopes for Jump Drives that take an enormous amount of wattage to operate and able to be fit on certain ships, like some Carriers, that would be huge enough to not be possible to pass through a stargate's quantum wormhole mcguffin.

How about something in the realm of a Hyperspace Drive from Homeworld (where only super-capital ships can house them, but they can drag other ships along). I imagine that this would be pretty late game tech (expansion way after jumpgates?)

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How about something in the realm of a Hyperspace Drive from Homeworld (where only super-capital ships can house them, but they can drag other ships along). I imagine that this would be pretty late game tech (expansion way after jumpgates?)

Doesn't matter how you call it. One aspect HAS to be balanced though: you can't build a fast, agile, heavily armored and armed ship with a jump drive. This tech has to have severe setbacks (like huge wattage consumption) and a ship dragging others with it could possibly render them useless for a period of time, decrease their armor/weapon power, hampering their engines, messing up their sensors or something like that.

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Doesn't matter how you call it. One aspect HAS to be balanced though: you can't build a fast, agile, heavily armored and armed ship with a jump drive. This tech has to have severe setbacks (like huge wattage consumption) and a ship dragging others with it could possibly render them useless for a period of time, decrease their armor/weapon power, hampering their engines, messing up their sensors or something like that.

Do the Nexus: Jupiter Incident thing of shields must go down when spooling up or cooling down

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How about something in the realm of a Hyperspace Drive from Homeworld (where only super-capital ships can house them, but they can drag other ships along). I imagine that this would be pretty late game tech (expansion way after jumpgates?)

That's no different than a Jump Bridge from EVE or the Jump Drives having an expanding sphere option, where within them they "force" other ships to jump with them, thus making for a possible "tackle" by having small ships, with the sole "weapon" of forcing other ships to jump with them to a destination, thus making smaller ships a target as well.

 

Mind you, there's no such thing as "capital ship" in DU. There's no premade class fo ships that can fit the module. It's a wattage requirement. If it's met, the ship can fit the Jump Drives. That means, some feautres like... I don't know, weaponry for example, will have to bef forefeited, as the wattage is barely there for the propulsion on the ship and its jump drive. 

 

So yeah, if Jump Drives in a sense of Jump Bridges or w/e Homeworld uses, sounds like something Rooks & Kings would use to total larger in number fleets than theirs. But that requires Jump Drives or Expanded Jump Field Generators (or w/e they end up being called) do functio under a ruleset :

 

1) They have to surround 100% of a ship's total surface area, meaning they need to surround a ship in its entirely to drag them into jump with the origina ship.

 

2) The larget the ship's volume the longer the jump takes - The more the mass and volume the more the energy cost. Those two things are not mutual.

 

3) The more energy goes into a Jump Brdge / Bubble, the larger its sphere of influence is.

 

 

Otherwise we'll have frigates jumping an entire freighter to dark space where pirates willl plunder them easy peasy. :P

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Mind you, there's no such thing as "capital ship" in DU. There's no premade class fo ships that can fit the module. It's a wattage requirement. If it's met, the ship can fit the Jump Drives. That means, some feautres like... I don't know, weaponry for example, will have to bef forefeited, as the wattage is barely there for the propulsion on the ship and its jump drive. 

 

I agree, there is no capital ship in DU.  What if you set a cooldown period on big energy items like weapons, shields and propulsion right after you've used a jump drive. It would be unavailable to use for a little amount of time.  This is where armor becomes useful.

 

For defenders - it gives them early warning and time to prepare defenses, call for help or time to haul ass out of there (drop stuff and run).

 

For aggressors - you can jump to any area (accuracy dependent on skill) but trade off is you're not ready to fight immediately, so bring friends or be ready to be pummeled a bit.

 

Regarding cooldown period, the more power used to jump the longer the cooldown period (regardless of ship size).  Only exception are stargates, as ship coming through them are not affected by cooldown.

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