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Re: Engines and speed in Jumpgate Evolution
Well, normal travel should be done with the normal engines. The idea of the hyperdrive, far as I remember (or what I thought it would be for), was for if sectors had roids deeper than 100k, to make travel there easier. So, if there were roids 300k deep, you would use the hyperdrive to get closer, not to travel between gates.
ELP |
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Re: Engines and speed in Jumpgate Evolution
But the idea of jump drives was brought up more recently because of people wanting to have different sub sectors in each sector like EvE has, which means that the way the jump drive is designed will have a huge impact on that, and PvP, thats why I asked all those questions.
I like the cap idea, a small cap charges fast for quick but short jumps, and a large capacitor take awhile to charge but can used for longer distance or multiple jumps without recharge. But what downside will there be? Will the cap also power weapons, so if you jump you might not have weapons afterwords? If your firing and your cap is drained it causes more wait for the jump? |
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Pilot Name: Solo
Faction: Quantar
Joystick: MS Sidewinder 3D Pro
Join Date: Feb 2007
Location: Aachen, Germany
Posts: 23
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Re: Engines and speed in Jumpgate Evolution
Possible downsides:
-Loosing 1 or 2 ModX slots for drive and rotacol -consumption of energy -the drive could be quite heavy -enhanced drag -or you have to take one sizeclass smaller engines to fit it in (that could apply for some shipclasses only like (light/medium) fighters) Yes, the thought was to reach 'deep space' objects, though thought and real use tend to differ quite often in games ![]() |
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Re: Engines and speed in Jumpgate Evolution
Quote:
Of course, all of this is rather moot if ND isn't planning on making content beyond the range of normal engines. |
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