Forums » Suggestions

Ready to Jump

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Sep 03, 2004 roguelazer link
Right now, "Ready to Jump" is displayed when you hit activate for an in-system warp. I propose that this message be displayed whenever you hit 3000m and have a course plotted. That way, you will know that you can just hit activate. To prevent it from clogging people's screens, either make it small or only display it for a second or so.
Sep 03, 2004 thurisaz link
agreed :D

this would also mean less spamming in the chat tab.. ALWAYS a good thing..
Sep 13, 2004 roguelazer link
Bumpy for 1.0.1
Sep 13, 2004 BushiNo link
This adjustment would make me a happy little goat hearder, too. Not only because it would remind my drug-addled mind that i have a course plotted, but also because, as thurisaz so wisely points out, it would remove some more spam from the chat tabs.

And, I think we can all agree, spam = evil (like girls, sorta).

hehe, *duck*
Sep 13, 2004 Eldrad link
I suggest it's put at the end of the timer... well that's where it currently is... but I suggest bringing the timer back.
Sep 13, 2004 simondearsley link
Add it to the >3000m if you have a destination selected:

>3000m
Ready to Jump

Like that...
Sep 14, 2004 roguelazer link
Timers back, bad idea.
Sep 14, 2004 Spellcast link
timers back = good idea.

But only if it was a few seconds, 5-7 at the most.
Sep 14, 2004 ctishman link
5 seconds absolute tops. 3 is better.
Sep 14, 2004 harvestmouse link
5 seconds seems good. at 200m/s that would be 1000m your opponent travels... so chances are, you won't warp unless you're insanely far. and even then, when you warp they're perhaps close enough to see where you're warping to.
Sep 19, 2004 roguelazer link
Except you can't turbo or change direction while the timer's going... So it becomes 5 seconds at 60m/s (300m) during which time you're a sitting duck.
Sep 19, 2004 yodaofborg link
I think the timer would be a good idea, no doubt this is already another *in progress* huh?....
Sep 19, 2004 Phaserlight link
When the new universe first came out, there *was* a timer for in-system jumps during which you could not turbo or change course: 10 seconds. This is obviously too long, but I think a 3-5 second timer would be a good idea. Take a minute and think through all the implications. Instant warp means that provided you have clearance you could always get away from a duel... it would also make it easy to warpkill newbs (which is pretty funny I admit, but do we want this to be possible?). With 5 seconds or even 3 you would at least have to have some clearance from hostiles... you wouldn't always be able to escape from a duel or a dogfight at a moment's notice.
Sep 19, 2004 RattMann link
Timers = Bad Thing.

Why give an advantage to pirates and "PK Freaks"?
Sep 19, 2004 Phaserlight link
The same reason we have a logoff timer.

Instant escape from danger = less fun.

I guess we'll see when the stress test comes, but my gut feeling is that this needs to be adjusted. I'm not advocating that "PK Freaks" be given any sort of advantage, the same timers will apply to them as well. I just see a lot of potential for instant warping to be misused.
Sep 19, 2004 roguelazer link
A 5 second timer where you couldn't use turbo would be fine. Call it "Shutting Down Turbo Thrusters to Prepare for Warp...", but don't make us unable to dodge anything. That would make it impossible to get out of any sectors where the defbots are hostile. I mean, what are you supposed to do if you're in your home sector, accidentally discharge weapons, then run like hell? Are you just supposed to keep running and hope a real enemy enters the sector and destroys the defbots? Are you supposed to shoot your own defbots? Because with a timer, it'd be impossible to escape.
Sep 19, 2004 RattMann link
Being ambushed while flying some tub of a cargo ship is "fun" for you Phaserlight?
Then why don't you just hang around a jump point at a dead stop and wait for your fun to start, and let the rest of us go about our business without timers? It is
tedious enough getting from place to place without having to wait for timers to
tick down.

Rogue, I don't understand your post. You advocate a timer and then give an excellant reason not to have them.

Timers = Bad Thing.
Sep 19, 2004 Phaserlight link
Rattman: "Being ambushed while flying some tub of a cargo ship is "fun" for you Phaserlight?"

In a word, yes. As you say, getting from place to place is already tedious... in my opinion this is because there is no challenge involved... nothing can touch you at 200 m/s. A pirate attack that actually provided even a small amount of danger would be a welcome change. And you still haven't answered my previous question: if timers are such a bad thing, then why don't we allow people to logoff instantly anytime they choose?

roguelazer: That's an interesting idea... at least it would keep people from warping at 200 m/s. As far as the defbots go that's a good point that brings up another issue: perhaps defbots that slaughter you after 3 shots with little chance to escape are somewhat extreme. If the reason for having instant warp and infiniboost is to escape the uber vult death guard, then something is a little unbalanced.

Of course all this needs real testing which isn't plausible until the stress test, so it's somewhat pointless to argue about it when all we can do is conjecture.
Sep 19, 2004 roguelazer link
RattMan: I advocate a timer ONLY if it doesn't restrict movement...
Sep 19, 2004 simondearsley link
If an in-system jump requires a full battery, the problem is almost solved. Just like the normal wh jumps. After a jump, your battery is drained and must recharge. This does not stop the twin jump getaway used by traders, only makes it slightly harder. But the same goes for the chaser. They have to wait for their battery to charge too. If they are shooting energy weapons at their prey, they will have to wait a little longer.

This would return some of the thrill of the chase missing from this version of the game.