Forums » Suggestions

Sector jumping

Nov 20, 2004 TheMiller link
Some random thoughts, not all my own, that might make for some interesting gameplay. Apologies if they've been mentioned already, I haven't had time to do a lot of reading in old Suggestions forum postings yet.

Make a delay before requesting a jump and executing it. During this time, some sort of jump field is built up.

Make the generation of this field detectable, particularly if the jumping ship is targeted: "TheMiller has initiated a jump sequence."

Introduce weapons, preferably an expendable one like a missile, that can temporarily suppress a jump when in range. It shouldn't be possible to carry too many of these. And please don't give too many of these to bots. :)
Nov 20, 2004 Durgia link
hmm interesting ideas...

The timer I am not so sure about. As long as there is infi turbo it makes no difference if they have to wait a few seconds to jump, by the time they get to 3000m they are far gone anyway.

However if infi turbo were not possible it may be interesting to look at.

A missile that can stop jumps sounds interesting at first, but I think mainly pirates only would use this. If you could only carry 1, which was very heavy, and the effect only lasted a short time( burst the bubble so the timer starts over) It may be something to look at further.
Nov 20, 2004 Soltis link
I think it would be better to have the warp jammer be an actual energy weapon, but give it like a 300 second cooldown time, plus have it drain ALL your energy... or something like this, to insure it's not easily abused.
Nov 21, 2004 TheMiller link
You're right, Durgia, by itself the timer wouldn't make much difference.

Take it one step further: Assume the jump field is directional. Your ship's sensors, if you're close enough, can determine the direction that the jump will be, and make a guess as to the sector. (Say, every sector whose center lies along a straight line with the real destination sector. Although a hexagonal layout would work much better than squares for this. So never mind that, assume you'll know the exact sector, as you do now.)

Even with a small delay, just slightly more than the time it takes to set a destination and initiate a jump, it would then be much more feasible to track someone across multiple sectors. You'll have to work hard to shake a persistent follower, or head for a station or wormhole.
Nov 21, 2004 Celebrim link
I haven't tried it yet, but I thought you could already choose to 'follow' someone who made a sector jump if you were close enough to them when they did it?

I think we would eventually need ways to stop jumps completely, but because this is such a powerful effect it ought to be limited to larger ships.
Nov 21, 2004 TheMiller link
You can, but if your quarry jumps to an empty sector, he can jump again as quickly as he can set a nav point. This makes it very difficult to follow someone for more than one hop. I'm not saying that it should be easy to follow someone, but I think it should be a little easier than it is now.

<shrug> Just a thought.