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About This Page About This Page: This is a discussion on is the mass too massy in Jumpgate Classic within the Jumpgate Evolution General Discussion forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Now I'm not referring to empty ship masses but the mass associated with multiple units of ore and commodity cargos. I ask because whilst I enjoy shifting medium weighted
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Old 08-11-2007, 09:31 AM   #1 (permalink)
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is the mass too massy in Jumpgate Classic

Now I'm not referring to empty ship masses but the mass associated with multiple units of ore and commodity cargos.

I ask because whilst I enjoy shifting medium weighted gear and below around space, I find the heavy stuff simply un-enjoyable and therefore I don't shift it (when the shifting mood takes me that is).

Whilst I appreciate the hands on element involved in hoiking 500 gold in a tow across the galaxy, it is neither hard or particularly 'skilly' imo*, just tiresome, time consuming and really not worth the profits.

So, I would like to see cargo-space mass effect reductions with Jumpgate Evolution so that nothing is as heavy as the heavy stuff in Jumpgate Classic now.

What are your thoughts?

*choose the right route (ie not through outer depths), take an antiflux, set stick deadzone to 10, use the camera to align to far gates, make small line of sight adjustments at low speed, remembering always to stop to 0 before setting off in a new direction (as in leaving a gate who's petals obscure the far one). Piece of cake.
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Old 08-11-2007, 09:38 AM   #2 (permalink)
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Re: is the mass to massy in Jumpgate Classic

no irridium laden freighter? n00b.
If the mass remained same, but it was more economically viable to transport heavy HEAVY HEAVY stuff... would it really need changing then?
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Old 08-11-2007, 11:43 AM   #3 (permalink)
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Re: is the mass to massy in Jumpgate Classic

the problem with that is that the really HEAVY stuff is the base commods.
making those runs more profitable would probably blast the rest of the equip prices through the roof.
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Old 08-11-2007, 12:28 PM   #4 (permalink)
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Re: is the mass to massy in Jumpgate Classic

And thats a retarded system to base an in game economy on. Work/Risk vs reward.
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Old 08-12-2007, 04:07 AM   #5 (permalink)
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Re: is the mass too massy in Jumpgate Classic

The base elements have the same densities as their real-life equivalents.
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Old 08-14-2007, 12:24 PM   #6 (permalink)
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Re: is the mass too massy in Jumpgate Classic

I will bet my first medium fighter in beta that the economy system of Jumpgate Classic won't be in Jumpgate Evolution. We will see a market driven economy much more like in E-O.

I suppose other aspects, such as the extremely high masses, might also be implemented in a different way so that the game is more enjoyable.
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Old 08-15-2007, 12:33 AM   #7 (permalink)
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Re: is the mass too massy in Jumpgate Classic

It has been hinted that the D.A.N.C.E.R engine might be tweaked a little but i don't think it will be a major adjustment. In this case, the heavy elements will stay heavy but it all depends on how they are carted around, perhaps there will be "technology advancements" to make it easier or perhaps even a different way of hauling altogether. We just wont know until we play
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Old 08-16-2007, 08:06 PM   #8 (permalink)
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Re: is the mass too massy in Jumpgate Classic

Who knows, we may even get bigger CM kits I know some people can't afford to travel around in their tug with AB4 kits and so forth, but I can say that is pretty nice and helpful (CM4+AB4+EB321). I agree that heavy stuff needs some kind of reward on the mission.. because lets face it...not many people move iridium around, and as long as the reward also is related to the long distance, is not really a money cow, and any intelligent pirate.. checks them profit routes

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Old 08-18-2007, 01:41 AM   #9 (permalink)
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Re: is the mass too massy in Jumpgate Classic

I think the mass was a bit too "massy" in Jumpgate Classic and agree that it's not really skill that gets a pilot loaded with iridium across the galaxy, it's patience (which is a skill...?). So far, it sounds like the economy and DANCER engine are going to be tweaked enough that we'll have to see if this is still an issue. Personally, it sounds like they're tweaking the mass and drag values of the ships, but that's just my guess.
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Old 08-19-2007, 10:36 AM   #10 (permalink)
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Re: is the mass too massy in Jumpgate Classic

Mass is to "Massy" . . . too funny.

I think aiming is too hard too. You should be able to hit an enemy if your crosshairs are relatively close to him. And all missiles should auto-hit.
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Old 08-19-2007, 02:48 PM   #11 (permalink)
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Re: is the mass too massy in Jumpgate Classic

And another post of Ambro's that I fully support!!! HA!

Cross hairs on the target should mean energy/ammo on the shield/armor! What good is a targetting computer if putting "crosshairs on the target" doesn't equal "hitting the target". I know I can adjust the scope on my hunting rifles for different ammo loads or conditions. Seems like a "targeting computer" should do even better! Missiles that don't hit their target are not all that efficient either. That's the difference between "missiles" and dumb fire "rockets". We need more "Cutlass" type missiles anyway with bigger splash zones and proximity fuses.
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Old 08-19-2007, 09:11 PM   #12 (permalink)
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Re: is the mass too massy in Jumpgate Classic

Quote:
Originally Posted by Wild_Bill View Post
And another post of Ambro's that I fully support!!! HA!

Cross hairs on the target should mean energy/ammo on the shield/armor! What good is a targetting computer if putting "crosshairs on the target" doesn't equal "hitting the target". I know I can adjust the scope on my hunting rifles for different ammo loads or conditions. Seems like a "targeting computer" should do even better! Missiles that don't hit their target are not all that efficient either. That's the difference between "missiles" and dumb fire "rockets". We need more "Cutlass" type missiles anyway with bigger splash zones and proximity fuses.
I find the duelist crosshairs pretty effective as a general indication of where you should fire. Knowing where you should actually fire is the 'skill' in the game. I would be VERY opposed to any kind of 'auto-aim' for the duelists. That would be HORRIBLE.

Neocron had this and it completely took the skill out of PvP, and was a major reason why Neocron blows chunks.

Regarding missiles, I think we need aspect-seeking missiles with lock-on capabilities, and they need to fly a lot faster, a lot more manueverable, and way shorter duration. There would DEFINATELY need to be counter-measures such as flares available as standard equip on the ships.

Quote:
Originally Posted by Ambrosius View Post
Mass is to "Massy" . . . too funny.

I think aiming is too hard too. You should be able to hit an enemy if your crosshairs are relatively close to him. And all missiles should auto-hit.
I'm going to assume you were kidding around... right?
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Old 08-19-2007, 09:45 PM   #13 (permalink)