I've been wondering about something for a while. Somebody care to explain the logic between the jump points. Becouse maybe it's me, but the more i think about it, the more illogic the jump system is...
A jump is something that in theorie requires a lot of energy. Yet, here we are adding the same jump drive on every ship, regardless of size. After every jump, our ship arrive's with the same energy reserve, the same shield strength etc as before the jump ... Only the fule tank is lowered a bit.
Isent it more logical that there need to be:
a) Jump drive's based on the ship size ( small, medium, large, cap ship size ).
- Sinds the size of a ship, may determin if it needs more energy/fule. But also, how is the jump done ... I'm bringing this point up, becouse if for example, the jump drive create's a field around the ship, or opens a worm hole or something like that, it's a mather of logic that the ship size need to be taken in account for a jump, and it's enery/fule needs.
b) Jump drive's need to take in fysical space ( aka less cargo space ).
- Jump drive's take away cargo space with the Jump Drive itself & the fule tank.
c) After a jump your enery needs to be low, and your shields also?
- Or is the fule you use, the only thing powering the jump drive. In that case, dont you need to be able to extend your jump fule tank ( at the cost of cargo space? ).
d) Isent a Fighter that's stationed on a Carrier, going to be better armed, more armor, or more speed, becouse it lacks a jump drive ( more space, less weight ), and the jump fule tank ( again more space, less weight ). Resulting in more room for systems like a larger reactor, shield generator and other things?
- This example also add's another intresting point in regards to owning a carrier or cap ship with fighter bays. Go for the more armed, but jumpless fighter, or visa versa.
e) if a jump drive's fule tank can convert the fule to energy for the jump, why isent it possible to use the jump drive's subsystem to convert fule into energy for your ship? Aka, a quick way to refill your empty enery reserve bar.
Point (d) brings up a intresting point alone, sinds it allows the militairy fighters ( who are on stations, carriers, cap ships, planets ) to be more powerfull, then there civilian counterpart, who are in more need for a jump drive ( unless they own a carrier, transport ).
Anybody care to comment on this.
A jump is something that in theorie requires a lot of energy. Yet, here we are adding the same jump drive on every ship, regardless of size. After every jump, our ship arrive's with the same energy reserve, the same shield strength etc as before the jump ... Only the fule tank is lowered a bit.
Isent it more logical that there need to be:
a) Jump drive's based on the ship size ( small, medium, large, cap ship size ).
- Sinds the size of a ship, may determin if it needs more energy/fule. But also, how is the jump done ... I'm bringing this point up, becouse if for example, the jump drive create's a field around the ship, or opens a worm hole or something like that, it's a mather of logic that the ship size need to be taken in account for a jump, and it's enery/fule needs.
b) Jump drive's need to take in fysical space ( aka less cargo space ).
- Jump drive's take away cargo space with the Jump Drive itself & the fule tank.
c) After a jump your enery needs to be low, and your shields also?
- Or is the fule you use, the only thing powering the jump drive. In that case, dont you need to be able to extend your jump fule tank ( at the cost of cargo space? ).
d) Isent a Fighter that's stationed on a Carrier, going to be better armed, more armor, or more speed, becouse it lacks a jump drive ( more space, less weight ), and the jump fule tank ( again more space, less weight ). Resulting in more room for systems like a larger reactor, shield generator and other things?
- This example also add's another intresting point in regards to owning a carrier or cap ship with fighter bays. Go for the more armed, but jumpless fighter, or visa versa.
e) if a jump drive's fule tank can convert the fule to energy for the jump, why isent it possible to use the jump drive's subsystem to convert fule into energy for your ship? Aka, a quick way to refill your empty enery reserve bar.
Point (d) brings up a intresting point alone, sinds it allows the militairy fighters ( who are on stations, carriers, cap ships, planets ) to be more powerfull, then there civilian counterpart, who are in more need for a jump drive ( unless they own a carrier, transport ).
Anybody care to comment on this.