Forums » Suggestions
Why not just allow the player to remain in control while jumping. The jump effect would look amazing from the cockpit.
Yes. And its immersive.
Yes. And its immersive.
Add a large port / small port device that cuts the jumping time with 25 / 12.5%. Or 50/30 if you don't allow additive options.
It adds content. And you sacrifice firepower/defense at the expense of a shorter jump.
win - win no?
It adds content. And you sacrifice firepower/defense at the expense of a shorter jump.
win - win no?
It's already too easy to jump away from combat.
It would be interesting if you could only jump from a standstill. Or if there was a brief pause before your drive engaged. No way should it be made safer to get away. The edge should be with those that finish the fight before jumping out.
It would be interesting if you could only jump from a standstill. Or if there was a brief pause before your drive engaged. No way should it be made safer to get away. The edge should be with those that finish the fight before jumping out.
Another possible win-win is for jump times to be shorter (which, personally, I like simply because it speeds everything up) but allow munitions that were targeted on me at the time of the jump to follow me into the jump. This would preclude the need to make a "Cancel Jump" button (frankly, my fingers don't need another button to remember).
Also, while VO doesn't allow health of a ship to affect the ability of a ship to jump, if a ship had to be of a certain health in order to jump then there should be some factor given to a ship's health between the jumping-player triggering "Activate" and actually entering the jump. That is, if some munition catches me, and lowers my health below a certain threshold, in the time between triggering the jump and actually leaving the sector, then the jump bubble (you all probably have another word for that) should collapse around me and I would find myself traveling in the same sector on the same heading at the same speed as when I triggered the jump. Ship health while jumping should be considered, because given the spectacular effects seen when jumping it is hard to imagine that jumping can't be stressful on a ship. Flying a plane within the eye of a hurricane is calm and peaceful, but hurricane-hunters have a helluva ride getting there.
In the case of munitions following me into my jump bubble, if they catch me on the other side I could be destroyed there, or damaged. Or, it is possible that I could evade. If damaged, then my new health level affects my ability to jump again. And I become an easier target for the attacker behind me who might follow me through my jump, or attackers in the new sector, if any.
Aloha,
ojb
Also, while VO doesn't allow health of a ship to affect the ability of a ship to jump, if a ship had to be of a certain health in order to jump then there should be some factor given to a ship's health between the jumping-player triggering "Activate" and actually entering the jump. That is, if some munition catches me, and lowers my health below a certain threshold, in the time between triggering the jump and actually leaving the sector, then the jump bubble (you all probably have another word for that) should collapse around me and I would find myself traveling in the same sector on the same heading at the same speed as when I triggered the jump. Ship health while jumping should be considered, because given the spectacular effects seen when jumping it is hard to imagine that jumping can't be stressful on a ship. Flying a plane within the eye of a hurricane is calm and peaceful, but hurricane-hunters have a helluva ride getting there.
In the case of munitions following me into my jump bubble, if they catch me on the other side I could be destroyed there, or damaged. Or, it is possible that I could evade. If damaged, then my new health level affects my ability to jump again. And I become an easier target for the attacker behind me who might follow me through my jump, or attackers in the new sector, if any.
Aloha,
ojb
well, i dont know about you guys, but when i bot or bp or whatever i like to get down to around 5-10% and then go and repair, the kill/death ratio is almost impossible to recover. so, i wouldn't like health to effect my jump.
i think we should lose the little cutscene (like Mynt said). if we could just jump in and have control, that would be better. this would need a few more things suggested all over the Suggestions Forum.
1. 360 Degree Gun Turrets
2. Sheild
3. Cloak
4. Warp Disrupter
5. A 3rd person view that was worth a damn
but, thats all in other threads..
i think we should lose the little cutscene (like Mynt said). if we could just jump in and have control, that would be better. this would need a few more things suggested all over the Suggestions Forum.
1. 360 Degree Gun Turrets
2. Sheild
3. Cloak
4. Warp Disrupter
5. A 3rd person view that was worth a damn
but, thats all in other threads..
no 360 degree turrets this is a TWITCH skill game not a omg my gun has awesome auto aim game
Having played a game for a few years that did have 360ยบ turreted weapons that only required you to target and then shoot until the enemy died, I will say that as much as they made life simple they were very boring after about the 5th kill. The struggle in VO to stay on target, to keep firing, to dodge and duck, and still stay targeted provides a never ending supply of adrenaline feedback.