jrichards Posted February 4, 2013 Report Share Posted February 4, 2013 With a max level JS, or even a JS that's more that 4 levels above the toon being JS'd it should never fail. I can understand a fail if the toon is level 50 CL and the player's JS is only level 4 but failing when you have max JS and the toon is CL 0 (OL 20) is just stupid. This is a key skill for explorers and I can say it doesn't seem to be tied in player level or skill level at all. Is it just a random 'player has a 30% chance of succeeding' skill? Quote Link to comment Share on other sites More sharing options...
Rezwalker Posted February 4, 2013 Report Share Posted February 4, 2013 It also seems to take much longer to JS then it did in live. Might be a good idea to cut the time down to half of what it is now. Quote Link to comment Share on other sites More sharing options...
Pakkrat [N7LA] Posted February 4, 2013 Report Share Posted February 4, 2013 (edited) There are devices out there that cut down the time needed to Jumpstart. There are also devices out there that add levels to the Jumpstart skill. I also willing to bet that you fine pilots have tried them, yes? From drydock at NET-7 SOL, this is the Pakkrat Edited February 4, 2013 by Pakkrat Quote Link to comment Share on other sites More sharing options...
Zackman [LDEV] Posted February 4, 2013 Report Share Posted February 4, 2013 There are devices out there that cut down the time needed to Jumpstart. Can you give me the name of such device because i dont find any and would like to lookup something. Quote Link to comment Share on other sites More sharing options...
Shaddex Posted February 4, 2013 Report Share Posted February 4, 2013 Just checked DB and I cannot find any such device also. Are you sure ? Quote Link to comment Share on other sites More sharing options...
Pakkrat [N7LA] Posted February 4, 2013 Report Share Posted February 4, 2013 (edited) I see that the Tactical Advantage Omega has a Jumpstart (Equip) that improves jumpstart implementation time by 50%. Since I'm at work, I haven't had the time to look up the one that adds levels to Jumpstart skill. From the technical archives of NET-7 SOL, this is the Pakkrat. Edited February 4, 2013 by Pakkrat Quote Link to comment Share on other sites More sharing options...
Zackman [LDEV] Posted February 4, 2013 Report Share Posted February 4, 2013 Tnx Pak, i was looking for "Reduce jumpstart..blabla", but its "improve.. blabla" Quote Link to comment Share on other sites More sharing options...
Arthurdent [CDEV] Posted February 4, 2013 Report Share Posted February 4, 2013 IIRC this skill was based on the player's JS skill vs the OVERALL level of the player that was incapped. The reason for this was to increase failure chances of say L1 Jumpstart on larger hulls with huge reactors/cores. Think of it as trying to JS your car with an iPod. As for failure, maybe you hooked the cables up wrong and shorted out the battery? Nothing is 100% guaranteed. <evil dev grin> Oooo, there's an idea, maybe a critical failure chance could be added to incap you as well? </evil dev grin> Quote Link to comment Share on other sites More sharing options...
Stanig[IS] Posted February 4, 2013 Report Share Posted February 4, 2013 <evil dev grin> Oooo, there's an idea, maybe a critical failure chance could be added to incap you as well? </evil dev grin> >=] I like where this is going. Quote Link to comment Share on other sites More sharing options...
STRETTCH Posted February 4, 2013 Report Share Posted February 4, 2013 There are devices out there that cut down the time needed to Jumpstart. There are also devices out there that add levels to the Jumpstart skill. I also willing to bet that you fine pilots have tried them, yes? From drydock at NET-7 SOL, this is the Pakkrat those buffs are found on some beams, but i don't know about any devices Quote Link to comment Share on other sites More sharing options...
GenghisBob Posted February 4, 2013 Report Share Posted February 4, 2013 I don't! By the time you get the highest level jumpstart there should be NO way you would hook the cables up backward. Highest level should practically guarantee a successful start. Quote Link to comment Share on other sites More sharing options...
Arthurdent [CDEV] Posted February 4, 2013 Report Share Posted February 4, 2013 See .. Bob gets the point almost .. "practically" ... but not "absolutely". There is always a chance for epic failure. Quote Link to comment Share on other sites More sharing options...
VincentTH Posted February 4, 2013 Report Share Posted February 4, 2013 (edited) I don't! By the time you get the highest level jumpstart there should be NO way you would hook the cables up backward. Highest level should practically guarantee a successful start. The one with the highest jumpstart skill level with a whining wife (Why did you not check the car before leaving) would sometimes hook the cables backward too!!!! :-) So it is never a guaranteed success!!!!! Edited February 4, 2013 by VincentTH Quote Link to comment Share on other sites More sharing options...
Spa[IS] Posted February 4, 2013 Report Share Posted February 4, 2013 With a max level JS, or even a JS that's more that 4 levels above the toon being JS'd it should never fail. I can understand a fail if the toon is level 50 CL and the player's JS is only level 4 but failing when you have max JS and the toon is CL 0 (OL 20) is just stupid. This is a key skill for explorers and I can say it doesn't seem to be tied in player level or skill level at all. Is it just a random 'player has a 30% chance of succeeding' skill? IIRC this skill was based on the player's JS skill vs the OVERALL level of the player that was incapped. The reason for this was to increase failure chances of say L1 Jumpstart on larger hulls with huge reactors/cores. Think of it as trying to JS your car with an iPod. As for failure, maybe you hooked the cables up wrong and shorted out the battery? Nothing is 100% guaranteed. <evil dev grin> Oooo, there's an idea, maybe a critical failure chance could be added to incap you as well? </evil dev grin> As a reader will see the question was not answered it was reversed somehow, what is being asked is a JSer with full JS should not fail JSing a lower lvl player, but this is happening Quote Link to comment Share on other sites More sharing options...
Mattsacre Posted February 5, 2013 Report Share Posted February 5, 2013 <evil dev grin> Oooo, there's an idea, maybe a critical failure chance could be added to incap you as well? </evil dev grin> You add that, and you won't be getting any JS's from my toons. :unsure: ..and will truely lower the incentive for other JSers to take the risk of mob death to JS you, then run the additional risk the of a failed JS incapping them, why bother at that point?...enjoy the tow :) Quote Link to comment Share on other sites More sharing options...
Terrell [BT] Posted February 5, 2013 Report Share Posted February 5, 2013 <evil dev grin> Oooo, there's an idea, maybe a critical failure chance could be added to incap you as well? </evil dev grin> You add that, and you won't be getting any JS's from my toons. :unsure: ..and will truely lower the incentive for other JSers to take the risk of mob death to JS you, then run the additional risk the of a failed JS incapping them, why bother at that point?...enjoy the tow :) What Matt said. There's always a point where "why bother" comes in. This would be it for JS. Quote Link to comment Share on other sites More sharing options...
Mimir[IS] Posted February 5, 2013 Report Share Posted February 5, 2013 What Matt said. There's always a point where "why bother" comes in. This would be it for JS. As a PS the JS is one of the first skills I maxed. If there was a chance that I would get "blowed up" by doing a JS it would quickly be CF'd by the second skill I maxed. :) Quote Link to comment Share on other sites More sharing options...
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