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ryleyra

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Reply with quote  #16 
Quote:
Originally Posted by Mike Substelny
A Ximni Scout is quite fragile, but it can jump almost anywhere instantly for a modest amount of energy.


Does this mean that Ximni Jump range is variable, or is this due to Jump efficiency being specified as its own ship property now? (So Jump efficiency can be even higher than the Scout's System efficiency)

Mike Substelny

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Reply with quote  #17 
Jump range has always been variable on player controlled jump ships.

Actually I'm getting ahead of myself since I'm working with a software beta. The rules might change by the time of release. But for now, yes, the Ximni jump drive is more energy efficient than TSN jump drive and I believe the Ximni Scout is the most efficient of all jump ships. It can jump as far as the energy will take it.

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ryleyra

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Reply with quote  #18 
Quote:
Originally Posted by Mike Substelny
Jump range has always been variable on player controlled jump ships.


Yes, but only in proportion to the efficiency property. For TSN ships, Jump cost for a Scout has always been 77% of the Jump cost for a Light Cruiser, just like every other system. Since Jump is (I assume) now different for each ship, it is possible that a Ximni Scout uses 77% of the energy of a Ximni Light Cruiser on maintaining systems, but only 60% of the energy for a Jump.

Warning: complex math ahead. [biggrin]

One thing I have noted before is that the cost of Warp Drive, since it is constant per second for all ships, varies by the speed of the ship as well as efficiency. A faster ship makes the trip faster and drains less power, both from the Warp system and per second. So the overall efficiency of Warp can be approximated as speed * efficiency. (with both as percentages of the Light Cruiser's base speed and efficiency) Jump Drive, however, only varies its cost by efficiency.

In addition, power levels and energy regeneration rate come into play over long distances. If you remember my range calculation for the Scout (here http://artemis.forumchitchat.com/post/show_single_post?pid=1284292496&postcount=17&forum=309504) it was about twice that of the Light Cruiser, and since "range" is the amount of distance any ship can travel on 1000 units of energy, that means the Scout used 50% of the energy of a Light Cruiser for the same distance. (of more than a sector) By comparison, Jump takes less than a minute, but you have to regenerate the energy after the jump is over. I never measured the efficiency of the Dreadnought, but I'd guess that Warp maxes out at about 150% of the energy use of a Light Cruiser, compared to 120% for system drain and Jump. (Which is why I recommend Dreadnoughts and Carriers use Jump Drive)

Anyway, my point is that probably TSN ships have the same value for Warp efficiency they have for system drain efficiency, to be consistent with previous releases. (I suppose Warp efficiency could be 1.0 across the board and multiplied by system efficiency, but that seems unnecessary) Ximni ships could actually have Jump efficiency at less than system efficiency across the board, so not only are their Scouts as efficient as their Warp Driven TSN counterparts, but their Dreadnoughts are more efficient than a Jump Driven TSN Dreadnought!

Of course, they'd pay for it with their Warp efficiency. Whereas Warp efficiency for a TSN Scout could be 1.3, it might be only 1.1 for a Ximni Scout. A Ximni Dreadnought might be reduced too, but I honestly wouldn't penalize it any more.

PS: I forgot there is no maximum Jump distance. The slider maxes out at 50K, but you can type in any number up to 99.
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