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blankseplocked Auxiliary Warp Engine
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Mikael Izra'il
Posted - 2010.11.22 12:27:00 - [1]

Edited by: Mikael Izra''il on 22/11/2010 12:28:15

Auxiliary Warp Engine:
Low Slot.
PG and CPU: Adequate for ship size.
Effect: Increases warp speed by 25% and reduces warp acceleration and deceleration time by 40%.

What do you think of this? The numbers are placeholders (might be over/underpowered) but I think a mechanic like this would be interesting. No matter how fast your ship is, I always find it a bit annoying that you show up in grid way before you can actually gain control of your ship. By sacrificing tank or whatever, this module would be a possible good addition for tacklers since they could anticipate enemy ship warps or tackle them faster after getting into the grid.

Indirectly, I think it would be a fine addition for small gangs and make the cat and mouse game more twitchy and challenging.

darius mclever
Posted - 2010.11.22 12:39:00 - [2]

there are already rigs (hyperspatial velocity optimizer) and implants (hy-) for that.

Mikael Izra'il
Posted - 2010.11.22 12:53:00 - [3]

Edited by: Mikael Izra''il on 22/11/2010 12:58:39
Originally by: darius mclever
there are already rigs (hyperspatial velocity optimizer) and implants (hy-) for that.

It's not that exactly. As far as I know, at least back when I tried them, they only increased warp speed, BUT they didn't affect warp acceleration and deceleration. That's by far the most important part of my suggestion.

It doesn't help to have double max warp speed if you're going to take the same long time to slow down. Or at least it doesn't help enough to warrant being used in a low slot, specially when most of the combat useful warps are so short you never reach max speed. However, my module would make you able to jump into combat much faster after entering grid, while unless I got something wrong, the current rigs/implan't don't.

Glyken Touchon
Independent Alchemists
Posted - 2010.11.22 14:51:00 - [4]

The acceleration stuff is in part of the code that they don't want to be fiddling with just now:

Originally by: "CCP Greyscale 2010.09.07"
Yup, this is something that irks us greatly, but the code handling this is buried fairly deeply in Destiny (the physics simulation) and we haven't had time to dig in and figure out how to tune acceleration rates (or better yet, make them a stat rather than a constant). There's also the issue that there's some fairly complex code in there, and the people best qualified to fiddle with it are currently busy with the whole "lag" thing.



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