Forums » Suggestions

under 3000 jump idea

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Jul 26, 2004 poohsuntzu link
I have an idea I've been thinking of for some time in regards to the 3000 jump limit.

As I understand it in terms of physics, 3000 would be a safe distance for the craft to engage drives/jump engines without pulling in extra debree(rocks) into the jump with it, and to avoid heavy anti-matter vibrations against solid objects... both of which could rip a craft to shreds if travling at high speeds.

So, why not allow a player to jump at any given time, but with a computerized warning? Example:

1. Player is in a scout and has been spotted, is 350 distance away from an object and needs to jump NOW to avoid being shot down.

2. Afterburners on he reaches 2,400 and they are on his tail. He doesn't have that extra second and would have to take the risk of jumping before the computer safe range was reached. He jumps at 2,401 and takes the risk.

3. The game itself calculates the risk involved (and thus the success of the craft making it through) and either brings the craft out or not. The craft may be heavily damaged or even destroyed due to the debree and antimatter vibrations that occured during the jump, depending upon how close it was. Or the craft may still make it through untouched at 2,4000.


In short, if the distance was < 3000, when they pressed the jump button there would be a summarized warning displayed on the HUD about the danger of jumping too close, and would require them to confirm the jump (hitting j again?) to tell their ships computer that they understand the risk, but need to take it anyways.

Having that two button confirmation with a warning would be VITAL though.


I think this would not only add a level of realism to the game, but also add a factor of "oh shit oh shit ohshit, I need that jump NOW!" with the players kissing their pilgrim crosses for good luck. Epic stories of courage and luck and "oh remember that time we ALMOST didn't make it?". This would be the stuff that tales and heros are made of :)
Jul 27, 2004 Archon link
This is a very nice idea! Secondz0red!
Jul 27, 2004 Tritian link
I like this idea a lot, but it could be abused in PvP. A lot of really lame people would rather take the risk and jump/be blown up by a wormhole then let another pilot get the kill shot/cargo.
Jul 27, 2004 Mariner link
"Discretion is the better part of valor"

Seconded again. I've had six AIII's on me, an alternative ending would have been nice.
Tritian, I'd think that the Devs will want all sorts of people to be able to enjoy the game, playing in their own style, even the "lame" ones like me.

"Caution is preferable to rash bravery."
Falstaff in King Henry the Fourth, Part One, by William Shakespeare.
Jul 27, 2004 lunitary link
I second it as well.
as much as it might be abused, it is very important.
besides, you could add a feature that if the jurny was'nt success full than the ship would explode at the beggining of the wormhole, not it's end and thus givving the chasing player the cargo.
Jul 27, 2004 roguelazer link
I'm against it.
Jul 27, 2004 Demonen link
I am also against it.
It is equally thrilling to try to reach the 3000m limit.
Jul 27, 2004 Ciuciu link
It's a bit of annoying that at 2999 you can't jump and at 3000 you are suddenly can. I think that over 2000m there should be ability of making jump (the orange zone?).

If pilot fail to make a successful jump the cargo would be spread all over his path (so the piraet could collect it) for about 2000m.

Also some nice explosion could be added at the end ;)
Jul 27, 2004 poohsuntzu link
My thoughts on the pvp comments:


And? So let them run away. It's not like you can't do that in real life anyways. There will always be the people who stay and fight to the end, and there will always be people who try and run away in fear. We need both types, so let's not -force- one type of combat play when this is a roleplaying game.

Let those who run away from battles run away, because it may very well be in their character's behavior. Let those who fight to the death fight to the death, because it may very well be in their character's behavior. Don't forget, they could just scuttle instead of letting you have the kill. This just means you have to learn how to plot an intercept course faster.

Limiting the amount of actions a player for roleplay in the name of 'fair pvp' won't solve the origonal problem. :)
Jul 27, 2004 Skyfox link
I think it would be interesting, but I'm agianst the idea. Following a person is much harder for a pirate these days, so the 3000m limit is all they have.

Pirates DO need to have some chance.
Jul 27, 2004 grunadulater link
I'd rather have a Activate button for sector jumping.
Jul 27, 2004 KAos_nyrb link
if the risk was high then it would be a good addition say:
2000m = 0% chance
2100m = 5%
2200M = 10%
2300M = 20%
2400M = 30%
2500M = 40%
2600M = 50%
2700M = 65%
2800M = 80%
2900M = 90%
Jul 27, 2004 furball link
I'm 1000% for this. And too bad if the pirates can't get a kill. Then they need to becme better pirates ehh?
Jul 27, 2004 poohsuntzu link
>>I think it would be interesting, but I'm agianst the idea.
>>Following a person is much harder for a pirate these days, so the
>>3000m limit is all they have.

That's my point exactally. So be a better pirate? We shouldn't limit the game just to please one party, but to allow the game to be so versitile that it requires both sides to have an amount of skill.

If the pirate wants to catch the fleeing ship, then they need to be able to take that ship over before it reaches a point that the pilot is ready to take a jump risk.

Remember, a risk is still a risk. Their entire ship may still blow up.
Jul 27, 2004 Phaserlight link
3000m limit is all they have?

What about a tiny little thing called electrical storms? A storm sector would be a pirate's paradise! Confused, disoriented traders tumbling like confetti out of hyperspace, with a long way to go before they reach safety.
Jul 28, 2004 lunitary link
Also, a smart pirate will direct the pray to a zone where there are many astroids and thus givving the pray a longer distance to go before it can jump.
Jul 28, 2004 ctishman link
Way Good Idea™
Jul 28, 2004 AgY link
I doubt that you guys ever pirated.

Ever got a ship running at 200m/s which has infini boost with your ship running at the same speed? This is impossible.
Every direction change results in a bigger distance to your victim.
It can just escape.

Rails? Tachs? Gauss? Flares? ok, if you manage it to stay ~500m behind your enemy in a direct line .... just impossible.

He has at last 3 seconds to change its direction to evade a direct hit.

In other words, there are no pirates in the current universe.
Or they are just meaned to slaughter newbs.

Furball> Then they need to becme better pirates ehh?

Tell me how? Getting out of my ship to shove it up to 220?

Phaserlight> What about a tiny little thing called electrical storms? A storm sector would be a pirate's paradise! Confused, disoriented traders tumbling like confetti out of hyperspace, with a long way to go before they reach safety.

Yep but this is atm(!!) no advantage for pirates.

And did you guys think about the nation defense each station has?
They will help you in any case.

I totaly dislike this idea.
Jul 28, 2004 roguelazer link
The storm sectors are a big advantage to pirates. The principal behind it is that a pirate can find out where storms are and go to those sectors and lie in wait near the warp-out point.
Jul 28, 2004 AgY link
>The storm sectors are a big advantage to pirates.

atm not.

>The principal behind it is that a pirate can find out where storms are and go to those sectors and lie in wait near the warp-out point.

The Warpoutpoint differs. And the trader has still enough power and time to run away.