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About This Page About This Page: This is a discussion on Non specific equipment slots for jge ships within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Instead of the task specific slots we have always known in Jumpgate, engine slots,modx slots,etc. Why not just have it so that each ship can mount x number
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Old 12-15-2007, 07:23 AM   #1 (permalink)
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Non specific equipment slots for Jumpgate Evolution ships

Instead of the task specific slots we have always known in Jumpgate, engine slots,modx slots,etc. Why not just have it so that each ship can mount x number of units for equipment. So one ship could have 20 units and another 30. Then you can put whatever it takes to get the job done, though not without a trade off. Sometimes a perilous trade off at that. For instance I could mount two PP's and 6 engines if I needed to get their fast. Of course, I would have no shields or caps, no weapons, etc. So I could be a runner that was hard to catch but easy to kill.

This would add to the variety of ship outfits and add more mystery to it. I haven't had any coffee yet so that's all I have come up with and it may very well indeed suck.
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Old 12-15-2007, 07:47 AM   #2 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

I think this is would be a good way to go. I like the idea of player customisation whereby ships are merely frames, the physical size of the ship frames could be used to set pitch, yaw and roll values and these in turn would also be offset one way or another by the thrust of the engines you fit.
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Old 12-15-2007, 09:32 AM   #3 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

Im not sure about this idea, I can see the fun in it. Its not a bad idea, but the outcome would def be some very crazy ships. Therefore it needs to be very well thought out.
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Old 12-15-2007, 10:30 AM   #4 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

Balancing hell.
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Old 12-15-2007, 01:53 PM   #5 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

Well, with 20u what kinds of options (think of usual equipment, no guns, modx or missiles..) we can come with? Far as I remember, Nix used... 19u and a tug uses... 28-29u.

We could have limits in terms of how many of each could be installed in what ships, but have the total limit allow for creativity. With 20u I could do:

A HM(27u) with dual tangents (14), intimidator (5), guardian (6), a Chime (1) and a Germ (1). Ship would have a huge thurst and protection, but with a very small radar (which you dont need when you have lots of rot points) and a small cap with enough juice to power mining lasers... (Ok, I dont remember if I can power 2 prospectors with 1 germ lol). Realistically, you can't power 2 tangents with 1 intimidator, cause if you could.. a HM could break the sound barrier I guess lol (calculator says max speed is 2211v).

I like the idea though...

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Old 12-15-2007, 04:53 PM   #6 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

this would certainly add 'uniquness' to player ships.
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Old 12-16-2007, 02:50 PM   #7 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

LOL it would definitely aid in tactical configurations and deployments.

You could construct a "tanking" ship, load it up with nothing but maybe a gun to fool the enemy, 4 shields, tiny radar and minimalistic engines. Send it in at the front of the fleet (put a known "lead" pilot in it) and let the enemy unload on it while you pick them apart one by one.

I actually do this in Arathi Basin. Put on my feral druid tanking gear, drag my healer GF with me and let the rest of our team follow me in while the entire alliance team focus fires on the bear that's really not doing any damage to them at all. Seriously, I may crit on a mangle for 1k but most of the time I'm swiping for 300 damage..they still fall for it every time though LMAO.

I like the idea alot though, you could really put together some ships designed for specific roles.
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Old 12-16-2007, 04:13 PM   #8 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

I'm all for it, of course, because I like jumpgate for the sim aspect.

I'd still lean toward some basic requirements, though.. every ship has to have a PP, shield, radar, engine, but the sizes wouldn't matter.

Perhaps, in order to put in double something (two engines, for instance) you'd also have to add in an Engine Coupler. That would make balancing a touch easier, as it would help push all ships back to a relative midpoint and keep the very extreme designs from getting as far out of standard parameters.

Also, there could be certain types of base ships. Fighter hulls, TOW hulls, scout hulls, etc. So a given hull would have X mass, X drag, X cargo, and X equipment space.Gun mounts and missile mounts could also either be locked to the Hull Type or could be a piece of equipment which could be mounted. Maybe.
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Old 12-16-2007, 04:30 PM   #9 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

Then that defeats the whole concept. The balancing comes from your willingness to give up something to get something.
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Old 12-16-2007, 08:40 PM   #10 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

hey, if it works out that well, i'd be thrilled. I just don't have that much faith in the game design (which is to say, there is generally a 'best design' which requires some sort of artificial 'fix' to keep everybody from using it (unless the goal is to have everybody use it, but then that rather defeats the whole thing, doesn't it?) exhibit: FlashFires (for example))
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Old 12-17-2007, 08:47 AM   #11 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

Play some battletech...with the right rules in place, its a great system for mech building. Could be the same with ship building.
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Old 12-17-2007, 10:56 AM   #12 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships

These are great suggestions. I'm pushing them up to the team.
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Old 12-17-2007, 03:42 PM   #13 (permalink)
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Re: Non specific equipment slots for Jumpgate Evolution ships