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Thread: Hyperspace mechanics a minor alteration.

Slysix
Mon Jun 27, 2005 6:59 pm
#1

I believe we need to have the hyperspace function changed a bit. Instead of a "wait" time before hyperspacing, a random temporary waypoint given 2.5 kilometers away should be given. This value can be adjusted to make the time elapsed reaching the point equivalent to the current wait time. Upon reaching with in 10 meters of the waypoint the ship jumps to lightspeed.

Why should this be done?
1. This allows for leeway in increasing space content.
-Delivery missions can be implemented(would work for nicely for POB) ships.
-Escort missions between systems feel more natural(the mission will give the pilot the hyperpoint so he actually sees an objective to reach)

2. A pilot has an active role when jumping to hyperspace instead of just waiting out the timer.
-Running from a superior hostile getting to a point in space and jumping to lightspeed seems a bit more exiting then dodging the hostile and waiting the timer out.

Tboneman
Mon Jun 27, 2005 9:54 pm
#2



Slysix wrote:
I believe we need to have the hyperspace function changed a bit. Instead of a "wait" time before hyperspacing, a random temporary waypoint given 2.5 kilometers away should be given. This value can be adjusted to make the time elapsed reaching the point equivalent to the current wait time. Upon reaching with in 10 meters of the waypoint the ship jumps to lightspeed.

Why should this be done?
1. This allows for leeway in increasing space content.
-Delivery missions can be implemented(would work for nicely for POB) ships.
-Escort missions between systems feel more natural(the mission will give the pilot the hyperpoint so he actually sees an objective to reach)

2. A pilot has an active role when jumping to hyperspace instead of just waiting out the timer.
-Running from a superior hostile getting to a point in space and jumping to lightspeed seems a bit more exiting then dodging the hostile and waiting the timer out.




That sounds like a good idea. It would certainly make it seem like you stand more of a chance then when you got three TIE Agressors on your tail with no shields and crappy armor.
shfire
Tue Jun 28, 2005 7:34 pm
#3

This idea makes a whole lot more sense than the current system.



Dourne Cloudstryder

Elder Smuggler / Elder Pistoleer / Elder Marksman
Master CorSec Pilot

Alloworall - Master Medic
Meraf - Master Spy
Chalosatuk - Master Shipwright

Squeakyshoes
Tue Jun 28, 2005 11:53 pm
#4

well im not sure if that would be better, now you can at least win time and have a chance by dodging and circling around or trying to fight off the attack. But imagine when you would have to approach a waypoint as quickly as you would need but that would force you to fly almost in a straight line to it with your enemys behind your tail = to most people its instant death, because when you need to run then its usually due to overhelming odds which you surely dont want to have exactly behind you





- I support myself. You can too !
psikobunny
Wed Jun 29, 2005 4:10 am
#5

I'd still rather have a longer base timer and have an experimentable Droid or Flight computer that decreases the timer to the current value (which is the minimum the game allows, according to what we were told in beta). It will never ever happen, but it's bugged me endlessly that a pilot with no flight comp or droid can do the calculations in his head just as quickly as an advanced R3 astromech droid.


The proposed idea isn't bad, and it would "fit" with the way a lot of Escorts work now (we need time to calculate, escort us to the 'jump out point')





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



chibo
Wed Jun 29, 2005 4:41 am
#6

the only alteration id like to see is ,the ability to cancel hyperspace once its initiated as many times i've startd it and realised im going to the wrong place or that the group im with are jumping else where ,if there is i way of canceling it then could some one plz tell me how ,thx
Treena_Daal
Wed Jun 29, 2005 4:57 am
#7



chibo wrote:
the only alteration id like to see is ,the ability to cancel hyperspace once its initiated as many times i've startd it and realised im going to the wrong place or that the group im with are jumping else where ,if there is i way of canceling it then could some one plz tell me how ,thx



Just type /abort
Squeakyshoes
Sat Jul 02, 2005 1:16 am
#8

preplot their exit point before battle lol

are you aware that ships during combat actually do fly at higher speed and you can find yourself thousands of kilometers away from the exitpoint ?

you dont need to have an exit point, just activate hyperspace jump and fly away in straight line like it would be there an imaginary jump point. We dont need the game screwed because you want it this way. Its fine as how it is.





- I support myself. You can too !
Slysix
Sat Jul 02, 2005 4:25 am
#9



Squeakyshoes wrote:
preplot their exit point before battle lol

are you aware that ships during combat actually do fly at higher speed and you can find yourself thousands of kilometers away from the exitpoint ?

you dont need to have an exit point, just activate hyperspace jump and fly away in straight line like it would be there an imaginary jump point. We dont need the game screwed because you want it this way. Its fine as how it is.



What server are you on? Cuz I need to get on it. Wow a space zone that's thousands of kilometers wide...

I don't really see how it would mess up the game. You still have to wait the 60 seconds to jump out of a zone. Why not replace it with a distance to travel. When travelling to a random waypoint 2500 meters away, the time elapsed on a straight flight for most fighters is less then 60 seconds. How would it "screw" the game by changing it this way?

Treena_Daal
Sat Jul 02, 2005 4:55 am
#10

A better question is "What would it add to the game?". As I see it, it wouldn't add anything. What we have works, and make just as much sense as your proposal (actually, what we have now makes more sense, really), so why change it?
Slysix
Sat Jul 02, 2005 5:16 am
#11

**double post**

Message Edited by Slysix on 07-02-2005 09:16 AM

Rogue135
Sat Jul 02, 2005 5:39 am
#12






Slysix wrote:
I believe we need to have the hyperspace function changed a bit. Instead of a "wait" time before hyperspacing, a random temporary waypoint given 2.5 kilometers away should be given. This value can be adjusted to make the time elapsed reaching the point equivalent to the current wait time. Upon reaching with in 10 meters of the waypoint the ship jumps to lightspeed.

Why should this be done?
1. This allows for leeway in increasing space content.
-Delivery missions can be implemented(would work for nicely for POB) ships.
-Escort missions between systems feel more natural(the mission will give the pilot the hyperpoint so he actually sees an objective to reach)

2. A pilot has an active role when jumping to hyperspace instead of just waiting out the timer.
-Running from a superior hostile getting to a point in space and jumping to lightspeed seems a bit more exiting then dodging the hostile and waiting the timer out.



I've had an idea involving the jump to Hyperspace myself, but mine is to have the Droid Interface affect the timer. The faster your interface is, the faster the calculations.




--------------
I've got a bad feeling about this."
Treena_Daal
Sat Jul 02, 2005 5:45 am
#13

Perhaps the problem is your flying, not the jump timer. Tier 5s are pushovers once you get to about Tier 3.

There is a precendent in the movies for jump timers. Han didn't go right to lightspeed after blasting his way out of Mos Eisley. They had to dodge while the computer made the calculations. It isn't just a timesink. It is part of the Star Wars universe. What you are proposing is actually less Star Wars-like than what we have. On top of that, if you need to make an emergency jump against those Tier 5s, you're actually more likely to get blown up under your proposed system. I'm still not really seeing an up-side to this change.
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