Jump To Lightspeed Archive

Thread: Jumping to Lightspeed

Kyle2003
Tue Jul 13, 2004 10:53 pm
#1

How will going into hyperspace work? like in the movies you have to plana route, supposed to take the computers 5-10 min so...

but are you going to have to go to the edge of the space sectors? or can you just "Jump To Lightspeed" anywere?
Haan-Salan
Tue Jul 13, 2004 11:02 pm
#2

I think you know as much as we know


I would hope that they would make it like the movies. However, we've seen how SOE loves to throw continuity out the window. Any doubters just need to look at the fact that there are Jedi in the galaxy right now, and none of them are named Yoda. And many force sensitives, and none of them are named Luke Skywalker. And then the dark Jedi. Thank the Star Wars Gods we don't have Sithin the game......yet.





Puck' Starfire - Smuggler, Vigilance(Fides) Space Ops Leader
Vet since August 2003
Kyle2003
Tue Jul 13, 2004 11:10 pm
#3

i wouldent mind when your about to go to lightspeed in a YT1300 show you, your co-pilot in the cockpit (and any others in the chairs) then watch the windo as the stars become streaks of light
Randonb
Tue Jul 13, 2004 11:14 pm
#4

I'm pretty sure we've heard that you simply travel to the edge of the space zone, but I can't be certain. What do you do when you get there? Select your destination in a pop up window? What if you get there accidentally? Surely you can turn the ship around...


X-Wing Alliance did it in a pretty cool way. There were "nav buoys" in strategic locations, and you had to get into range (pretty darn close,500 meters I think) and just punch the gas. They were preprogrammed with the trajectory calculations for the jump to hyperspace.





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Kyle2003
Tue Jul 13, 2004 11:17 pm
#5

ya I played the X-Wing and TIE Fighter series you could just go to hyperspace whenever you wanted (if your ship could of cource)
Curgenven
Wed Jul 14, 2004 6:18 am
#6

Would be nice if we could jump from anywhere though, providing we "performed the calculations" first. Or had a droid do it, or whatever
Ice-Cold
Wed Jul 14, 2004 6:44 am
#7

i'd like to see us doing a real journey lol..like, waiting to get to the end of the sector, then jumping with the little video of the white streams (stars)



Arann Kandrov
Imperial Commando
- Best Pilot in the West Quadrant

"I'm just a simple man, trying to make my way in the universe" ~ Jango Fett
Flatfingers
Wed Jul 14, 2004 10:40 am
#8




Janson wrote:

The dev's mentioned something about having Nav Buoy's interspersed around the planets, not far away from the atmosphere. They said you can either go to the edge of the zone and hyperspace out (probably with a dialogue, choosing where to go) or use those nav bouys and select your destination in range of those. It was in an interview somewheres...




I'm hoping that the system for entering and exiting hyperspace allows for some Navigation skill to play a role.


For one thing,themovies make it clear thatcareful navigation isimportant in space travel. ("Traveling through hyperspace ain't like dustin' crops, boy! Without precise calculations, we'd fly right through a star, or bounce too close to a supernova, and that would end your trip real quick, wouldn't it?") So an interesting Navigation feature would be fun for having that "Star Wars" feel.But it could also be an exciting featurepurely on its own merits.


Assume that there's some base accuracy involved intrying to arrive at a particular destination by jumping through hyperspace.If a Navigation skill modifies the accuracy of your jumps, orthe speed with which you can make accurate jumps, then this opens upsome interestingpossibilities:


1. You have onlythe most basic Navigation skill, and your ship has no droid and no additional navigation hardware beyond the basic navicomp. Given a reasonable amount of time (a minute or so), you should be able to plot a course through hyperspace that takes you within, say, 2kilometers of your desired hyperspace exit point.


2.Just before makingyour next jump, you get attacked by NPC pirates. You want to bug out in a hurry, so you select the option for a "Hasty" jump, and about ten seconds later the stars go *whoosh*. Since your Navigation skill is minimal, you're taking a big risk. When you exit hyperspace, you couldexit hyperspace up to50 kilometersaway fromyour desired exit point... including inside a nebula, or an asteroid field, ora star, etc. Oops.


3. Assuming you survived your previous adventure, next time you figure you'll play it safe. When you're ready to jump, you select the option for a "Careful" jump. This winds up taking five minutes (at your current Navigation skill level), but when you exit hyperspace the odds are very good that you'll wind up within a kilometer of your destination, and in a safe position near that location.


4.Eventually youpick up enough XP to train in the fourth skillbox for the Navigation discipline. You're now able to make Hasty jumps without much risk, and Careful jumps only take you a minute while putting you within a few meters of your intended destination. Congratulations! You're now a Navigator that even Chewbacca could respect.


Note that just asMaster-level crafters always have some risk of a critical failure, no matter how good your Navigation skills becomethere's alwayssome smallchance thatyour navicomp cango briefly insane and completely foul up your hyperspace calculations. You might wind up hundreds of kilometers from your intended exit point, or in the middle of a factioned attack fleet, or even in a completely different sector from the one you wanted to go to!


Sound exciting enough?


If the hyperspace system in JtL is something like this, or at least allows it to be something like this in a future patch, I'll be happy.


--Flatfingers

RSQViper
Wed Jul 14, 2004 10:45 am
#9

I would like to see droids be implemented in jumping to lightspeed to somewhere and plotting a course. Maybe use the droid's ability to speed up the process of getting a jump since the actualy jump will be a loading screen. Also, if you don't have a droid make it take a minute or so to get a jump calculated "manually".



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lore7
Wed Jul 14, 2004 11:25 am
#10

most likely... with bouys.



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Janson
Wed Jul 14, 2004 12:06 pm
#11






Randonb wrote:

I'm pretty sure we've heard that you simply travel to the edge of the space zone, but I can't be certain. What do you do when you get there? Select your destination in a pop up window? What if you get there accidentally? Surely you can turn the ship around...


X-Wing Alliance did it in a pretty cool way. There were "nav buoys" in strategic locations, and you had to get into range (pretty darn close,500 meters I think) and just punch the gas. They were preprogrammed with the trajectory calculations for the jump to hyperspace.






The dev's mentioned something about having Nav Bouy's interspersed around the planets, not far away from the atmosphere. They said you can either go to the edge of the zone and hyperspace out (probably with a dialogue, choosing where to go) or use those nav bouys and select your destination in range of those. It was in an interview somewheres...



-- Jan



Janrith Abmarna
Current Jedi

Elder Rifleman, Elder BH, Elder Marksman
Flatfingers
Wed Jul 14, 2004 3:30 pm
#12




TulasiKid wrote:


The thing that concerns me about hyperspace nav buoys is that they will be camped by people in factional craft who will pick off opposing factional or overt craft as they exit hyperspace. The JTL equivalent of load kills.




This is something that's concerned me as well; it could be a significant issue.


The one thing that might make it less of a problem is that -- if I remember correctly -- I believe the developers said there'd be multiple hyperspace points to get to different places. If the frequency with which people use specific entry/exit points can be spread out evenly, then camping the exit points might not be too useful.


Otherwise, if certain exit points get used a lot, that could be a problem. We'll just have to see how it works in practice, I guess.


--Flatfingers

TulasiKid
Thu Jul 15, 2004 12:21 am
#13






Flatfingers wrote:




Janson wrote:

The dev's mentioned something about having Nav Buoy's interspersed around the planets, not far away from the atmosphere. They said you can either go to the edge of the zone and hyperspace out (probably with a dialogue, choosing where to go) or use those nav bouys and select your destination in range of those. It was in an interview somewheres...




I'm hoping that the system for entering and exiting hyperspace allows for some Navigation skill to play a role.


For one thing,themovies make it clear thatcareful navigation isimportant in space travel. ("Traveling through hyperspace ain't like dustin' crops, boy! Without precise calculations, we'd fly right through a star, or bounce too close to a supernova, and that would end your trip real quick, wouldn't it?") So an interesting Navigation feature would be fun for having that "Star Wars" feel.But it could also be an exciting featurepurely on its own merits.


Assume that there's some base accuracy involved intrying to arrive at a particular destination by jumping through hyperspace.If a Navigation skill modifies the accuracy of your jumps, orthe speed with which you can make accurate jumps, then this opens upsome interestingpossibilities:


1. You have onlythe most basic Navigation skill, and your ship has no droid and no additional navigation hardware beyond the basic navicomp. Given a reasonable amount of time (a minute or so), you should be able to plot a course through hyperspace that takes you within, say, 2kilometers of your desired hyperspace exit point.


2.Just before makingyour next jump, you get attacked by NPC pirates. You want to bug out in a hurry, so you select the option for a "Hasty" jump, and about ten seconds later the stars go *whoosh*. Since your Navigation skill is minimal, you're taking a big risk. When you exit hyperspace, you couldexit hyperspace up to50 kilometersaway fromyour desired exit point... including inside a nebula, or an asteroid field, ora star, etc. Oops.


3. Assuming you survived your previous adventure, next time you figure you'll play it safe. When you're ready to jump, you select the option for a "Careful" jump. This winds up taking five minutes (at your current Navigation skill level), but when you exit hyperspace the odds are very good that you'll wind up within a kilometer of your destination, and in a safe position near that location.


4.Eventually youpick up enough XP to train in the fourth skillbox for the Navigation discipline. You're now able to make Hasty jumps without much risk, and Careful jumps only take you a minute while putting you within a few meters of your intended destination. Congratulations! You're now a Navigator that even Chewbacca could respect.


Note that just asMaster-level crafters always have some risk of a critical failure, no matter how good your Navigation skills becomethere's alwayssome smallchance thatyour navicomp cango briefly insane and completely foul up your hyperspace calculations. You might wind up hundreds of kilometers from your intended exit point, or in the middle of a factioned attack fleet, or even in a completely different sector from the one you wanted to go to!


Sound exciting enough?


If the hyperspace system in JtL is something like this, or at least allows it to be something like this in a future patch, I'll be happy.


--Flatfingers






I like these ideas, Flatfingers. It's similar to what I've been thinking about hyperspace navigation.There should be some element of skill and luck and technological support to it. So, if you have Navigation 4, let's say, you can plot a hyperspace course faster and with a greater degree of accuracy to exit hyperspace as close or as far from a point as you want. If you have a better, undamaged hyperdrive, that should count for something, too.I think it would be cool if we could enter strict three-axis waypoint coordinates to jump from any point to any point, but I know this would create serious issues for the devs as far as deciding what happens when you exit into a solid mass like an asteroid, space station or another ship. The thing that concerns me about hyperspace nav buoys is that they will be camped by people in factional craft who will pick off opposing factional or overt craft as they exit hyperspace. The JTL equivalent of load kills. I also like the idea of critical failures on hyperdrives, and I think it would be cool if Interdictor class destroyers with gravity wells could pull ships out of hyperspace or at least keep them from entering hyperspace within a certain range of the gravity wells.



Tulasi Kid


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