Forums » Suggestions

3000m warp range and leveling

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Oct 02, 2004 CrippledPidgeon link
webserver, 15 minutes?! What did you do? Try to get to 3000 by first heading straight through the center of the system? Even in the bus, it doesn't take me more than a minute or two straight out of the station. You look around, and if there are no asteroids, head in that direction. If you travel 40m/s, and there are no asteroids around, you'll get to 3000m in a minute and 15 seconds. If you travel at 100m/s you'll get there in a half a minute. If you wanted to get to 3000m in 15 minutes, you'd have to travel a whopping 3.33333m/s. That takes work.

Matrix
Oct 02, 2004 Senji link
I completely understand the PvP need to prevent someone from simply jumping out of the sector when they're close to getting owned.

On the flip side, if you aren't doing PvP, the restriction is pure "busy work". As a gamer, I despise busy work. Why should I pay RL money to sit there while I'm thrusting to some arbitrary point in space so I can jump somewhere and do it again?

I submit there might be alternate means of solving the PvP problem without requiring the busy work in non-PvP situations.

One idea: Pirates can have "means" of distrupting jump drives.
- disrupt just a target (for a period of time) -or-
- disrupt an area (for a good distance for a period of time)
Perhaps a specialized EMP blast which prevents jumps for a 4k radius extending from a pirate for 5 minutes. 10 minutes. 20 minutes? I don't know I haven't played a pirate.

A special equipment slot on all ships which can be filled to serve this purpose? Or alternately be filled with an item to give a low% chance of defeating the EMP blast sometimes.

Anyway, I'd prefer to see a little more open-minded discussion about things of this nature, instead of just a "no". Features like this will definately turn people off from playing the game, which is (of course) not in the developers' best interests.
Oct 02, 2004 DireCoyote link
A good suggestion, but it has some flaws.

Pirates are not the only people who need to give chase. All PvPers need to be able to.

Would bots be able to use these EMP's? Because being able to jump at any moment whilst fighting bots would make them too easy, and that is an important part of the game as well.

Personally, I think players should just be able to attain 'pirate status'. When in pirate status, certain 'pirate' bots (depending on the status I guess) would not attack you. Obviously, destroying them anyways would lower your 'status'. But if this were implimented, player-pirates could utilize Ion storms to catch some cargo haulers, and could wait there un-interrupted by the local bots.

This solves the 'pirates can't catch people' problem, to a degree. Chase is still ridiculous in this game. Cargo haulers go as fast as fighters do. It's just ridiculous. My Ragnarok can go as fast as a Light Fighter. It accelerates slowly, but once you're at top-speed that acceleration doesn't matter. Having everyone go the same speed is why escape is so easy in this game. Even with Ragnarok mass, if I see an enemy on radar I can accelerate and escape before they can catch up to me. The slow acceleration does not give them enough time to catch me in most situations.
Oct 02, 2004 Senji link
Bots. Perhaps they would be able to do this, they do have 'pirate' status. Perhaps this EMP blast has a strange side effect for mining purposes, so all the collector bots would be doing it frequently.

Also I probably wasn't clear enough ... anyone who seriously wanted to PvP (not just pirates) and not let their quarry jump away ... would need to have access to this. Probably wouldn't allow anyone to do it while they are in turbo, or more than once every so often otherwise there'd be no escaping the guardian bots.

Again, though, I'm not suggesting my idea is the greatest ... or professes to solve all problems. (I've only played a day afterall) I just wanted to add another dimension to the discussion, as opposed to "make the 3k rule go away!" "No."

As far as ship speed, I don't have much of an opinion here other than to apply physics. Mass doesn't really apply to "max velocity" unless there is friction involved, while it does certainly apply to acceleration.
Oct 02, 2004 octopusfluff link
With friction, it'd more be a matter of surface area and not mass, if you wanna get technical. :)

Personally, I'm pleased that there's constraints to keep people from just randomly kicking on a jump. It works out really well, in my opinion, and even in the starting buss it's not really 'busy work', because the time taken to get from, say, a station to clear space, isn't very long.

For some people, the docking procedure takes longer (and would for others, if an auto-docking mechanism were added).
Oct 02, 2004 Drooling Iguana link
Perhaps there should be some sort of "warp gates" set up near stations, wormholes, and other frequently-travelled areas. A player could fly into one and warp instantly, even if they're not 3000m away from the nearest object. This wouldn't impact PvP too much (since these gates would be mainly set up in sectors that are already classified as non-combat zones) and it would make travelling much more convenient.
Oct 02, 2004 octopusfluff link
Wormhole areas are not 'non-combat zones'. They would, in fact, be the appropriate place to set up shop either as a pirate, or as a blockade, so I would oppose such a thing there.

As for stations.. I'm not so sure about that one, either. Because, for instance, a large and organized group might decide to lay siege to a station.. Having a warp spot right there would defeat the whole purpose, and impact PvP options.

Honestly, I've managed to cross several systems in a span of about fifteen minutes. Travel is not very hard or inconvenient, even with the early ships, and it gets better later on, as even the transports move pretty snappily.
Oct 03, 2004 Drooling Iguana link
Maybe they could make the warpgate damageable, so that players laying siege to a station could destroy its gate, forcing players to warp out the old fashioned way until it can be replaced.
Oct 03, 2004 octopusfluff link
... You know, that's actually pretty cool.

And then there'd need to be a provision for repairing it. And that's something not in the game right now that I've seen, some mechanism for in-space repair. That'd make an engineer/medic role for some groups.

Since, obviously, you don't want to go try to repair the gate unless you have backup..

I'm much more sold on this concept than I was earlier, because it has more potential with the idea of it being damagable.
Oct 03, 2004 starfox link
Couple things here,
1st:
i have talked with several of my guild members about this, the 3K limit is a bit much, maybe 1500 would be workable. but they all agree that 3K is a bit much.
2nd-Sheilds:
seems to me that flying around space with a bare hull isnt such a good idea. In any case, most space faring games I have seen, multiplayer and other wise the ships have a sheilding system.
and last:
The ability to make in-flight repairs would be nice too, going back to a staion every few mintes to repair is time consuming at best. Besides, it makes sense, in terms of reality, any ship travelling in space is going to have some ability to make repairs, even temporary ones.
Oct 03, 2004 Drooling Iguana link
The problem with that is that the ships in Vendetta never really get damaged. Sure, their hull strength decreases until they explode, but a ship with 1% hull behaves exactly the same way as a ship at 100%. Since it wouldn't really make sense to be able to strengthen the hull while in space (what's the player going to do? Carry around a full extra set of hull plates? Where would he/she fit the rest of his/her cargo?) it would be best to leave repairs out until the game evolves to the point that individual ship systems can be damaged.