X rebirth jump drive12/17/2023 I agree with Nanook and Raven that the Jumpdrive should not be turned into an almighty Insta-Jump-Anywhere-tool. I, for one, would be very saddened to see it dumbed back down to the previous model. Of the changes implemented in Rebirth, among my favourites is the deeper universe structure and more nuanced travel. Also, "magic jumping" allows circumventing of territorial borders, killing off many tactical and strategic challenge opportunities - once a Terran player (X3AP) gets past Omicron Lyrae, that difficulty is solved and simply evaporates - bah! Same story as a CW player trying to get past Terran core sectors to reach the "exo-Sol" regions (unless running a TOAs-to-JGates sort of mod - ugh.) I've grown to enjoy the travel from one location to even distant ones, despite some waiting involved - besides, that time can sometimes be put to use in empire management. I suspect my view on this is likely to be unpopular, but here goes regardless:Īlthough it was quite a shock initially, I've grown to really like the multi-tiered navigation system in Rebirth (with the exception of highways, I must admit.) The "magic jump" from anywhere to almost absolutely anywhere else in the universe, no matter how far, trivialises travel, in my opinion. P.S when thinking about JD mechanics, I'm keen more on XR NPC JD (the one that use beacons in system and gates to between systems) rather than Skunk JD (which I consider very OP with everywhere to everywhere in universe jump). "distruptor missile" should work that ship hit by this missile temporary loose the ability to make jump, even without destruction of jump drive subsystem. Such inhibitor ships would be mostly employed by pirates, police, military and hostile races. Ship caught in such field would have to run outside of the field or destroy the inhbitor generator (subsystem on inhibitor ship) in order to make an escape jump. there should be special class of "jump inhibitor" ships that can generate such field on their own. military) would allow for accurate P2P jump and could jump deeper into "jump inhibitor zone" (by having better jump computers that can to some point calculater accurate jump through all of the jamming) civilian ships) would have to jump in on the zone edge and then travel to their destination. each station/asteroid/large object should have an "jump inhibitor zone" that prevent ship from jumping directly into them, so most of ships (e.g. in addition to jump to beacon there should be ability make jump to zone (it would take more time to charge-up the jump and cost more fuel - comparing to jump to beacon). Boosters removed from everything except fighters (they should work like afterburners, so they make sense here). I think that we can avoid all (instead of wasting time trying to fix) by scrapping the booster mechanics in favor of making more use of the jump drives. In XR boosters often cause many issues like: What do you think if we could scrap the booster system in favor of jump drive for X4?
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |