Reintroduce jump drive via optional storyline?

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Does this sound okay?

I'd love it!
31
28%
I wouldn't choose to have jump drive, but don't mind if others have it in their games.
10
9%
No
70
63%
 
Total votes: 111

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grapedog
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Re: Reintroduce jump drive via optional storyline?

Post by grapedog »

dtpsprt wrote: Thu, 25. Mar 21, 21:19 and the number of VRO subscribers for example (not my liking btw) tells a story...
I think the number of people who don't use mods, or VRO, also tells a story...
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Re: Reintroduce jump drive via optional storyline?

Post by BlackRain »

dtpsprt wrote: Thu, 25. Mar 21, 21:19
Slashman wrote: Thu, 25. Mar 21, 20:15
dtpsprt wrote: Thu, 25. Mar 21, 13:35 On the other side we have all the pilots... whether they are combat pilots, haulers, miners or just "tourists" who enjoy the ride and the scenery. For them the Jumpdrive is (almost) a must...
Except that this is not true. I am to some degree all of those things. Certainly not a huge empire builder or trade empire ruler and I don't desire to have jump drives.
As true as generalisations can be. Definitely one person can not fit 100% on any statistical group, or else there would have been couples with 1.7 children for example(!!!). Then there is this "(almost)"...
Like you said you are a bit of both... this may apply to the majority of X4 users but surely there is a personal tendency to either side for each and every one of us.
Another thing you, me and all the others in this forum must never forget is that the people here are just a small minority of the players... and the number of VRO subscribers for example (not my liking btw) tells a story...
Except you decided on what the categories are based on your own bias, not any kind of actual real data. Trying to lump everyone into the two groups you yourself created on a whim is just a poor representation. You shouldn't be overgeneralizing people based on assumptions.
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Re: Reintroduce jump drive via optional storyline?

Post by Sanshy »

I do think jump drive would be a bad idea overall ...
except for one ship... the carrier. That would give some greater tactical opportunity and being able to carry many small craft somewhere else talk to me.
I would see it as you first need to reach that place normally and deploy a jump beacon (that could be destroyable)
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Re: Reintroduce jump drive via optional storyline?

Post by Raptor34 »

Can't remember if I mentioned it before.
But an idea I had is to have a malus for fitting a jump drive. To represent it drawing power away from various systems and also taking up cargo space.
This way, as the other guy mentioned, you would then mainly fit them on carriers, where their primary striking power, their fighter wings, wouldn't be affected by the jump drive. While a JD destroyer will be much weaker than one without a JD.
This would give a defender's advantage too, since pound for pound, an attackers fleet will then be substantially weaker.
Oh, and I would make them take EC to power up the actual jump, so cargo space would matter once again. And while I would have a cd period, it'll be relatively short, like 5 minutes or so rather than the stupid long time of XR.

And also tune the faction's AI/fleet builds so they can have rapid response carriers loaded with fighters.

Edit: You can also further tune destroyers by their JD malus too. Like the Phoenix perhaps because of its construction method is uniquely suited to take JD with less penalties. While a Rattlesnake is already built on the edge and couldn't take a JD that easily.
Last edited by Raptor34 on Thu, 3. Jun 21, 16:56, edited 1 time in total.
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Re: Reintroduce jump drive via optional storyline?

Post by ubuntufreakdragon »

And now some spambot necrod this discussion, the german discusion was far mor advanced btw. with concepts that wont break the new universe like everything here would.
e.g. a jump requires a path of friendly admin centres without enemy ones bocking it.
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Re: Reintroduce jump drive via optional storyline?

Post by Nanook »

Ah, yes, a 'spambot' with 94 posts! We must be falling down on the job. :roll: :P Anyway, this thread probably doesn't need to be resurrected, so down in goes. :thumb_down:
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Re: Reintroduce jump drive via optional storyline?

Post by dtpsprt »

ubuntufreakdragon wrote: Thu, 3. Jun 21, 16:53 And now some spambot necrod this discussion, the german discusion was far mor advanced btw. with concepts that wont break the new universe like everything here would.
e.g. a jump requires a path of friendly admin centres without enemy ones bocking it.
TBH I'm sick and tired of this issue (along with a lot of others that had the potential to make X4 an interesting space sim instead of managerial sim). The bare truth of the thing is that Egosoft does not plan on turning X Universe back to where we knew it (even a, really interesting, attempt to do so has been left in the hands of the "community" with minimal or no chance to "jump" into Linux). For this reason I just load my mods, send to outer hell the "online content" and enjoy what I can.
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Re: Reintroduce jump drive via optional storyline?

Post by grapedog »

dtpsprt wrote: Thu, 3. Jun 21, 21:23
ubuntufreakdragon wrote: Thu, 3. Jun 21, 16:53 And now some spambot necrod this discussion, the german discusion was far mor advanced btw. with concepts that wont break the new universe like everything here would.
e.g. a jump requires a path of friendly admin centres without enemy ones bocking it.
TBH I'm sick and tired of this issue (along with a lot of others that had the potential to make X4 an interesting space sim instead of managerial sim). The bare truth of the thing is that Egosoft does not plan on turning X Universe back to where we knew it (even a, really interesting, attempt to do so has been left in the hands of the "community" with minimal or no chance to "jump" into Linux). For this reason I just load my mods, send to outer hell the "online content" and enjoy what I can.
Yes, because jumping one mega fleet around the galaxy is interesting...
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Re: Reintroduce jump drive via optional storyline?

Post by Jeraal »

grapedog wrote: Thu, 3. Jun 21, 21:27
dtpsprt wrote: Thu, 3. Jun 21, 21:23
ubuntufreakdragon wrote: Thu, 3. Jun 21, 16:53 And now some spambot necrod this discussion, the german discusion was far mor advanced btw. with concepts that wont break the new universe like everything here would.
e.g. a jump requires a path of friendly admin centres without enemy ones bocking it.
TBH I'm sick and tired of this issue (along with a lot of others that had the potential to make X4 an interesting space sim instead of managerial sim). The bare truth of the thing is that Egosoft does not plan on turning X Universe back to where we knew it (even a, really interesting, attempt to do so has been left in the hands of the "community" with minimal or no chance to "jump" into Linux). For this reason I just load my mods, send to outer hell the "online content" and enjoy what I can.
Yes, because jumping one mega fleet around the galaxy is interesting...
It can be. Maybe not to you, but to others. I would love for the JD to come back in some fashion. Only XL ships but it takes the place of a shield slot?
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Re: Reintroduce jump drive via optional storyline?

Post by spankahontis »

Genoscythe wrote: Thu, 25. Mar 21, 00:14
al_dude wrote: Thu, 25. Mar 21, 00:07 So, you accept Elite dangerous the way it is but do not accept X4 the way it is.
I accept E:D because it is that, way, pretends to be nothing else, and always was that way. X4 is another story, it does not strive to be scientifically accurate. That being said, jumpdrives are very real in Elite.
Not played Elite Dangerous, but if Jump Drives are anything like the Jump Drives in it's predecessor Frontier: Elite 2? You don't have Jump Gates, you need them to get from Star System to Star System?
And even so, distance is limited by fuel and distance, even time spent jumping causes the ships Jumpdrive to break apart over time in Frontier: Elite 2 if you don't find a mechanic.

I used to fill my ship with fuel, give it a gas scooper to refuel near stars and I'd see how far in the Milky Way I could go before my Jumpdrive broke down and I was stranded in unexplored space.
When I got sick of the grinding and had enough money to get the best equipment.
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Re: Reintroduce jump drive via optional storyline?

Post by Nanook »

Sorry, forgot to hit the lock button. :oops: All better now. :)
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