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Shield & Radar data (patch 51)

 
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MajorFreak
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PostPosted: Sun Dec 23, 2001 11:32 pm    Post subject: Reply with quote

Code:

SHIELD powerdrain (pwr/sec)       RADAR powerdrain (pwr/sec)
            ---------size 5----------
Mortar    248k
            ---------size 4----------
Makk      183k                    Sentinel     270k
Shroud    151k                    Ivy          253k
                                  Echo         249k
            ---------size 3----------
Alphaa    184k                    Clarifier    340k
Cascade   160k                    Doorbell     250k
                                  Creeper      100k
            ---------size 2----------                                                         
Defier    148k                    Beholder     180k
Haven     132k                    Knocker      150k
Canopy    129k                    Vine          42k
Rocky     119k
Resistor  100k
Himelea    95k
            ---------size 1----------                                                         
Shelter   107k                    Sentry        91k
Pod        99k                    Cyclops       80k
Protector  90k                    Chime         78k
Kydango    89k                    Outlook       75k
FlatIron   86k                    Liana         70k
S-S-15     75k                    Hallmonitor   50k
Omnus      61k                    S-R-9         40k
                                  Root          30k
                                  Wayfinder     25k



[ This Message was edited by: MajorFreak on 2002-03-08 11:45 ]
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MajorFreak
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PostPosted: Fri Jan 18, 2002 12:30 pm    Post subject: Reply with quote

Quote:
power displayed = recharge / efficiency + baserate
  • Recharge is the amount of damage recharged every second.
  • Efficiency is the amount of power that is needed to recharge that amount
  • Baserate is the amount of power needed to keep the shield at its current charge.
Remember, where the game shows a K there is a K, there is no K where there isnt one, there arent any hidden ones.

Alphaa[/b]: The recharge is 148000, or 148k recharge, it's baserate is 1750 , not 1750k; 182.7 + 1.75 = 184.45, rounds to 184

Innominate
P.S. The stated drains are the MAX drain (recharge)...normal maintenance of the shield is only 3k
Quote:
CONSERVATION OF ENERGY

Energy
Powerplants have outputs measured in kilowatts. Interestingly enough, the Sput powerplant, admittedly the powerplant with the lowest output in Jumpgate has less than 4x the output of the engine in the Lamborghini Murcielago.

Anyway, kiloWatts is basically Joules per second, where a Joule is a unit of energy. A joule is a thing you can point at - "there is a joule of energy".

joules ... do stuff. 1 joule will raise a specific amount of material from one temprature to another, or accellerate a specific mass from on velocity to another. In terms of a weapon system, "damage" is proportional to energy - a certain number of joules will cause a specific amount of damage.

Our weapon deliver systems - laser guns, machine guns, plasma & other exotic guns - and missiles all do damage in joules.

The shield units we equip have an effiiency count, and a max damage absorbtion count... and a charge rate. The shields use energy to nullify energy. A shield that can "Absorb" 10kJ of energy has essentially got a 10kJ charge of energy available to absorb that much energy from incomming fire.

The shields energy charge is drawn from the ships power systems, and there is an ineffiency associated with this conversion - hence the shields "effiency" rating, as well as a maximum charge rate - the number of joules per second the shield can add to its charge until it attains its max charge.

The power drain of a shield is thus very simply given by charge_rate / effiency.

If you wish then to increase the power drain of shields you have to either increase the charge rate, or decrease the effiency.

Given that the effiencies of the current shields are not unreasonable all things considered - it can be argued that shield drains - as suprising as this result is - are exactly right. conservation of energy has been maintained - energy used by destructive weapon systems is balanced by the energy used in defensive systems.

The "ideal" weapons platform is one that is 100% efficient in both offensive and definsive systems. When "ideal" weapon platforms fight, the system with the larger powerplant wins.

Baadf00d


[ This Message was edited by: MajorFreak on 2002-01-19 04:06 ]
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MajorFreak
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PostPosted: Sat Jan 19, 2002 10:09 am    Post subject: Reply with quote

Baadf00d apparently forgot about the base rate being a modifier...Anyways, it's irrelevant to my old suggestion to adjust power drains, simply because my point is moot.

Why? Unfortunately, alot of ships have double digit surplus BEFORE GUNS, so we've already sabotaged our case before we've begun:
Code:
PATCH 36 (optimal gear)
Ship         surplus

Premia      162k (2)
Apteryx     866k (1)
Storm      1618k (1)
Intensity  6527k (3)
Phoenix    6030k (2)
Typhoon     559k (2)
Pioneer     124k (5)
Condor      187k (4)
Thunder    2131k (4)
Intercept    14k (2)
Raven        14k (2)
Cyclone      14k (2)
Traveller   511k (3)
Wyvern       30k (2)
Hurricane   577k (2)
PremiaXL     14k (2)
Albatross   833k (2)
Gust         37k (1)
Quicksilv    78k (2)
Peregrine  2204k (1)
Simoon      553k (2)
PremiaSC     14k (2)
Buzzard     596k (2)
Breeze       14k (2)
Invader    2198k (3)
Chiropter  2246k (2)
Tempest    2246k (2)
those power surplus totals are for optimal gear BEFORE guns...And CRAP! look at the surplus on the Oct/Sol tows. omg. forget scaling the base rate! blech!!

As you can see there's ZERO room for maneuver.


[ This Message was edited by: MajorFreak on 2002-01-20 05:02 ]
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MajorFreak
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PostPosted: Sun Mar 03, 2002 6:42 pm    Post subject: Reply with quote

Size 4 Radars
Octavian's], Quantar's and Solrain's

[ This Message was edited by: MajorFreak on 2002-03-03 12:42 ]
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MajorFreak
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PostPosted: Fri Mar 08, 2002 5:41 pm    Post subject: Reply with quote

i noticed something someone pointed out a week ago...There's some really weird tech level numbers for the radar.

Another really weird thing is the ONLY other gear to have tech level is ecm. (and we haven't a bloody clue why)
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MajorFreak
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PostPosted: Thu Mar 20, 2003 11:26 am    Post subject: Reply with quote

EP2 RELEASE (EP2 FAQ)

SHIELD

RADAR

ECM

Dlixx wrote:
yes, there are 2 new ECM's the Antiflux and the Wistler - no idea what they do... yea, ok, the antiflux is antiflux, but in what way is it anti?
Royale wrote:
Maybe lowering the chances of you spawning Conflux? The Wistler would the opposite


FFS where the hell's the size2+ ecms for cloaking at lesser power??
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