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Well I have noticed just now that I have been injured when teleporting and being shot by another player. This sort of gives an unfair advantage when entering a new sector. For example when I was entering Deneb from Geira Rutilus I was immediately destroyed before I had action of my ship by a Frigate. I don't see the problem with adding invincibility for the wormhole time and about 1 second after the teleport.
i like this idea
i cant tell you how many times i have been killed by the nemesis like that
i cant tell you how many times i have been killed by the nemesis like that
Ships used to be invulnerable during warp. It made harassment easier. It's gone now, and should stay gone. The occasional death by bad warp in isn't a high price to pay.
why dont they just get rid of the animation of your ship moving in a straight line and let you control your ship the second you enter.
i'm all for no animation. i don't see any reason why we shouldn't have immediate control.
I don't think the animation is the issue, so much as loading the next sector.
There has to be some equalizer otherwise the people with a fast connect and computer will always prevail. I think that's why we have the animation (I could be wrong).
There has to be some equalizer otherwise the people with a fast connect and computer will always prevail. I think that's why we have the animation (I could be wrong).
Or have control over where you warp into a sector.
If the jump animation was replaced by something faster (like the old zooming animation, or the oft-suggested BSG-style effect), then this would cease to be an issue for intra-system jumps. And, of course, we can argue that it should be an issue for inter-system jumps.
Impavid, the fact is you shouldn't have to pay for something you don't even have control of.
Sorry Predator233, I don't agree. I can't count the number of times that I've had to pay for something I didn't have control of in this game.
The most painful, was finding a nice trade run, flying it with a combat ship to make sure the jump (over only two sectors) was clear of Ion storms, loading up my XC, and then hitting an Ion storm in on the first run. Cost me over 1 Million credits in ship and inventory. In reality, there wasn't anything I could do about it once I had accepted the risk of not bypassing asteroid fields.
Space is dangerous, there is a war on, you will die unexpectedly many many times.
Deal with it.
The most painful, was finding a nice trade run, flying it with a combat ship to make sure the jump (over only two sectors) was clear of Ion storms, loading up my XC, and then hitting an Ion storm in on the first run. Cost me over 1 Million credits in ship and inventory. In reality, there wasn't anything I could do about it once I had accepted the risk of not bypassing asteroid fields.
Space is dangerous, there is a war on, you will die unexpectedly many many times.
Deal with it.
From my measurements in the game, while you load the sector, you are effectively OUT of the galaxy. You spawn back in game only during that stupid animation (I'd love it removed, too), after the sector is loaded, no matter how long it took. So the "balancer for quick connections" isn't really an issue. Quick sector loaders will have an edge anyway, and adding an equal delay to everyone won't change that.
And about harrassment: how removing that animation encourages harrassment, tumble?
And about harrassment: how removing that animation encourages harrassment, tumble?
When did anyone say that Syylk? It's the addition of invulnerability during warp animation that would do that, and has done that in the past.
Well, the warp invunrablitiy _was_ exploited, and stuff, so anyone who's been here for a while will know dying while warping is a good thing.
agreed yoda...
I replied to the second sentence of Whistler, the one about an equalizer for fast connections. That's when someone said that, Demonen.
I would like to first start off saying to PsyRa that what he is talking about and what I am talking about is completely different. First of all you are talking about an ion storm, a part of the game where a sector is temporarily filled with ionic particles clogging your radar and disrupting most of your communication in that sector. I am talking about a teleportation where you are completely disabled and 'cannot' move at all during the duration of this animation. You have control of your ship during an ion storm Psy, but do not have control during the teleport hole you enter and exit during the animation, which makes you 'unable' to evade any weapon fired at you.
Another thing I will say is directed towards you yodaofborg. I agree with what you are saying, but tell me this, how many things have been exploited but not taken away? You can nearly exploit everything in this game. There are no benefits whatsoever to having a vulnerability during the warping animation. No matter how secure you are, it's impossible to stop exploitations, they are inevitable.
Another thing I will say is directed towards you yodaofborg. I agree with what you are saying, but tell me this, how many things have been exploited but not taken away? You can nearly exploit everything in this game. There are no benefits whatsoever to having a vulnerability during the warping animation. No matter how secure you are, it's impossible to stop exploitations, they are inevitable.
It's also a question of consistency: Why should a ship suddenly become impervious to all damage during a jump? (Same goes for Friendly Fire protection, but that's a separate discussion and we know it's going to change at some point).
Warp in/out invulnerability also wrecks the potential for enforcing and running blockades. The Deneb B-12 situation demonstrates this pretty clearly: If you can park a couple of capships (or enough players with rockets/rails and steady aim) in a wormhole area, your enemies will have a tough, if not impossible, time trying to get through. Breaking the blockade then becomes an exercise in either outflanking the enemy if there is another route, or gather a large enough force to ensure that at least a few ships make it through to start drawing off and destroying the blockade fleet.
Now, if the jump-in animation could be changed to reduce the "sitting duck" delay, we'd probably have something everyone could live with.
@Predator: The big problem with invulnerability during warp animations was that left no downside to running from a fight. It almost became a given that any fight (other than duels and the like) started near a wormhole or at "jump distance" would result in one or both combatants jumping if it looked like they might lose. That's not to say that running is "wrong" or a bad decision (pointless questions of "honor" aside), but that it shouldn't be a 100% survivable option.
Warp in/out invulnerability also wrecks the potential for enforcing and running blockades. The Deneb B-12 situation demonstrates this pretty clearly: If you can park a couple of capships (or enough players with rockets/rails and steady aim) in a wormhole area, your enemies will have a tough, if not impossible, time trying to get through. Breaking the blockade then becomes an exercise in either outflanking the enemy if there is another route, or gather a large enough force to ensure that at least a few ships make it through to start drawing off and destroying the blockade fleet.
Now, if the jump-in animation could be changed to reduce the "sitting duck" delay, we'd probably have something everyone could live with.
@Predator: The big problem with invulnerability during warp animations was that left no downside to running from a fight. It almost became a given that any fight (other than duels and the like) started near a wormhole or at "jump distance" would result in one or both combatants jumping if it looked like they might lose. That's not to say that running is "wrong" or a bad decision (pointless questions of "honor" aside), but that it shouldn't be a 100% survivable option.
Okay, seriously... what the hell? What's the point of having a 3-5 second delay during warp-ins where the ship is invulnerable, and the camera's at an obscure angle anyways? Which aspect of gameplay are we trying to fix here?
Instead, how about ships merely gain control the moment they're in a sector? That seems like a whole heck of a lot easier than adding all this other easily exploited stuff.
Instead, how about ships merely gain control the moment they're in a sector? That seems like a whole heck of a lot easier than adding all this other easily exploited stuff.
Okay supermegamynt, Mr. Developer, thank you for telling me how much easier it is. You make a good point in the first thread about the ships, but this time you are just ranting to sound somewhat intellectual. Maybe you should know your facts before responding to something, but it was exactly like I'm saying in the Beta therefore having an already done process. It is easier to do something you have already done that to do something that hasn't been done before.
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