Orion Trader Chronicles

Forum For Privateer Remake
zeo1234
Mercenary
Mercenary
Posts: 106
Joined: Mon Aug 07, 2006 4:04 am

Post by zeo1234 »

It could also be the close proximity these ships have to their target ships. Considering the Orion variants use so many missiles that the friendly ship can be effected by the blast even if you only hit the target ship?

Consequently it's very hard to pick off enemy ships when they are attacking other ships, a rescue mission could wind up destroying both the enemy ship and the friendly.

I usually tried to hold off till the enemy ship has finished its attack run and backs off but that chances the friendly ship being destroyed before you finish off the enemy ship.

The 7 second jumps are real life safers though in some cases the enemy ships will follow me through so it's more of a head start but every second counts so still good.

Thinking reasons for the 7 second versus 10 seconds could one or combination of the following. . .

1) Improved Nav Computer that calculates the jump parameters faster than normal. Accomplished by either a considerable computer system upgrade or by installing a second Nav Comp that works in tandem with the other, shaving seconds off the jump time.

2) Field emitters for the jump drive generator could be integrated into the shield system. Providing a power boost to the field as well as optimizing the jump field to the dimension parameters of the vessel's hull. Minimizing the time it takes to establish a stable jump point.

3) They discovered an improved algorithm that increases the effeciency of a jump drive and consequently shaves off seconds from the jump time.

4) They developed a flux capacitor that uses ship reactor power to turbo charge the matter to energy conversion of the jump fuel, boosting the resulting energy and consequently proving the jump drive drive with enough power to shave seconds off the jump. But since this is only needed durint the jump ship power is not adversely effected by the drain.

5) Nav Computer is pre-starts the jump sequence the moment the ship approaches a jump point. So the ship is already ready to jump by the time you press "J" so seconds are shaved off the jump time as part of the sequence has already started.

6) A secondary jump drive system is part of the ship. Not a complete system in itself, so the ship can't jump without an installed jump drive but it works with the standard jump drive and boosts its capabilities to accelerate the jump time.
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