What in the hell is the point of that? How is this in anyway make sense?
You don't just leave port without warning. Have to give your crew fair warning to finish up their business at the local sites and stagger back to duty.
A Fleet Carrier is a carrier/launchpad for ships?! No way!Perhaps because they envision it as a carrier/launchpad and not just a regular ship with 500ly range?
Whoopsy.To be fair, if it took the Battlestar Galactica to take an hour to jump, instead of minutes, the evacuation from the 12 colonies would've ended in episode 1 lol
Battlestar Wiki said:"Spooling up" a Colonial FTL drive takes at least 20 minutes when the drive has been offline (TRS: "Crossroads Part II"). Because of this, when ships enter dangerous situations, they keep their FTL drives "spun up". Drives cannot be kept spun up indefinitely, as system crashes or serious damage to the drive will occur. A "cooldown" time is required after a jump for new jump calculations, so a ship that has jumped into a new location cannot jump to another location for a brief period of time.
Battlestar Wiki 2 said:Navigation is very complex when using the FTLs. Speed, trajectory and jump duration must be carefully calculated before a successful jump can be made. Making a jump without these calculations, can take the ship into dangerous locations such as asteroid belts, singularities, or a planet's atmosphere.
Properly calculated jumps can be used to arrive in planetary orbit or to jump a formation of ships. The latter is used most often by the Colonial fleet.
Whoopsy.
Propulsion in the Re-imagined Series - Battlestar Wiki
en.battlestarwikiclone.org
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FTL Drive
The FTL Drive is the propulsion system used by human and Cylon ships to achieve faster-than-light travel through space. Prior to a jump, the drive is "spooled up" and then the ship "jumps" to another point in space.[1] The FTL Drive uses a dimensional transport effect. The ships instantaneously...galactica.fandom.com
Pretty sure this has something to do with server loads and the BGS more than just something bothersome for the players.I think forcing the player to wait for 1 hour just to jump the FC is bad. It's an unnecessary inconvenience. The player already has to do lots of grinding to afford the jump.
"The owner can decide to jump their Fleet Carrier at any time, but this does take some planning. Once the jump is complete, the Fleet Carrier will not be able to jump for another hour as it will need time to recharge."
I recommend no delay for the 1st jump. After that wait 1 hour for the second jump. Now it's always wait 1 hour even when it didn't jump for a week.
A Fleet Carrier (16x pads, including 8x large) isn't a Battlestar (tubes for small ships only; big guns and nukes).When offlineonline, still faster than Fleet carriers lol
What in the hell is the point of that? How is this in anyway make sense?
It makes sense to give Commanders on the carrier time to get the hell off, if they don't wish to be jumped 500Ly without access to a fuel scoop.
the wind up Is to give the whiners time to leave... they have to give players on the ship a choice to get off or not..
The fleet carrier owner does not even have to be online in open when the carrier jumps..
There would be massive whining if the Owner logged in to solo and set it to instant jump and everybody online just instantly moved 500lys with out any notification...
If you park up on a carrier and dont play for a day to bad you cant get off... but if your online and you stay on the carrier and it jumps 500lys thats your choice..