Forums » Suggestions

Suggestion: Jump Pursuit

Dec 31, 2011 Linksapirate link
Say you're in pursuit of an enemy, and they jump to lose you, with a quick reflex button that pops up, you can immediately jump to the same sector they went to. A one to three second window to engage the pursue button.
Dec 31, 2011 draugath link
There are already plugins that can detect where your target has jumped to and set your nav point.
Dec 31, 2011 Linksapirate link
Ahh nice! Thanks very mch
Dec 31, 2011 Pizzasgood link
If you're wondering, the one I use is named "autofollow" or some such, and is included in TCS (Toaster Crush Suite).

Edit: auto-nav
Jan 01, 2012 PaKettle link
There are plug ins that take care of most things - just ask in 100 or check both the wiki and the community projects part of the forum.
Jan 01, 2012 Pizzasgood link
voupr.com also has a bunch.
Jan 03, 2012 abortretryfail link
Yeah, TCS does this, but it's mostly useless since you have to be within 1000m and there's other plugins (NavComp) that auto-jump tons of empty sectors and make following anyone using it pretty much impossible. They can jump in and out before you'll even come close.
Jan 03, 2012 Pizzasgood link
Eh, it's a matter of luck. You can't jump until you have control of your ship and sufficient energy. So it comes down to how close the pirate is when you jump (maybe he kills you as you jump, or is not far enough out to jump after you yet, etc.), how your energy recharge and capacity compare to his, what random sector you jump into (some are hidden asteroid sectors, which provide time for the pirate to close in before you jump), and how close the entrance points are to eachother.

NavComp isn't magic. It doesn't do anything you can't do by hand. Open nav menu while approaching the 3km mark, click a few empty sectors, and go. It just helps avoid rush-induced errors (I assume it is smart enough to not jump into any sectors it knows are roids, and to not jump through an ion storm).
Jan 03, 2012 abortretryfail link
The likelihood of jumping in outside that 1000m radius is pretty good. All it usually takes is 1-2 empty sectors for someone to be gone poof, and nearly everyone uses Fast Charge powercells. You won't cover very much distance in the amount of time it takes for one of those to hit 25%.

More often then not I've had better luck with making a scientific wild-ass guess of where they're going and head them off there instead of trying to follow each jump.
Jan 03, 2012 Pizzasgood link
The likelihood of jumping in outside that 1000m radius is pretty good.

True. That should be changed. It should try to place people roughly the same distance as their exit points, i.e. if Bob jumps away and I fly to the point he jumped out at and jump after within a minute, I should emerge from the same point (unless he's still occupying that space, then move me over a bit - or hit him with concussive (but non-damaging) force!).
Jan 04, 2012 abortretryfail link
Saying NavComp doesn't do anything you couldn't do by hand is like saying a computer can't do any math you couldn't do on paper. Yes it's true, you can do it by hand, but you can't do perfect machine-fast timing by hand.

I'd figure people coming from the same sector would jump in about the same place. I've seen a few situations where someone's jumped from the same sector as I have and come in completely out of radar range. (>5000m)

If this range was smaller, It would make things like ion storms, fog sectors, and asteroid fields more useful to jump to as a way to lose a pursuer. Especially since the recent sector list visibility changes have fixed ion storms so that you can't even tell if someone is there until they're within radar range (500m)