I guess its a race to build one *evil smirk*yes! fianly it is implemented, my Interdictor 418 cruiser can finaly become real!
heheh
I guess its a race to build one *evil smirk*yes! fianly it is implemented, my Interdictor 418 cruiser can finaly become real!
CHALLENGE ACCEPTED!I guess its a race to build one *evil smirk*
heheh
What about ships with 1 fast drive and 8 slow ones? I don't think that option would scale well with how differently people can build ships.Do you actually have any indication whether you are draining the enemy jump drive or not ? If not you should probably see the jump charge % when targeting a ship, much like we see shields currently.
Been meaning to test the new jump inhibitor and I assume they inhibit total jump modules regardless of how many computers you have linked to them. Gonna try this out tonight after work and get back to you.What about ships with 1 fast drive and 8 slow ones? I don't think that option would scale well with how differently people can build ships.
I was talking only about showing jump percentage on the target info. (As how would that number ever be calculated)Been meaning to test the new jump inhibitor and I assume they inhibit total jump modules regardless of how many computers you have linked to them. Gonna try this out tonight after work and get back to you.
10/10 whould actually be a good idea!How about adding a little light with a ring around it on the little scan information window when targeting a ship.
Lights showing the jumpcharge rate under the influence of all affecting inhibitors:
white = Target is currently not affected by any inhibitors
blue = At least one jumpdrive can charge faster than being drained
red = No jumpdrive can charge faster than being drained
black = Target has no jumpdrive
Rings showing the current jumpcharge:
blue = At least one jumpdrive is fully charged and ready
yellow = Jumpdrive with the highest current charge is neither at 100 % nor 0 %
red = All jumpdrives are completely drained
black = Target has no jumpdrive
View attachment 15659
These would mean
1. Target could jump at any moment ( blue ring ) and even with your inhibitor active, the target could could recharge faster than being drained ( blue light ).
2. Target cannot jump right now ( yellow ring ), but could get to this point even with your inhibitor active ( blue light )
3. Target has no chance to jump as long as your inhibitor is active since you will drain faster than he can charge ( red light ). The ring would sooner or later turn red ( completely drained )
4. A situation that could only exist if you would encounter a target without turning your inhibitor on, otherwise the ring would turn yellow instantly.