Forums » Suggestions

Jump System Redux

Mar 09, 2012 austeregrim link
The jump system is a little odd in my opinion. Some people have stated, well you're not really jumping as much as bringing the universe to your location. This seems a little far fetched... You can jump to any point in the local system without regard of really where you are. As long as you're outside of the 3000m "safe distance"... this is strange also.

I think to make this a little more interesting, and to keep in some realism bounds. My concept for a redux of the jump systems.

*The jump marker isn't a single point in space (like it currently is, but you can jump from anywhere.) It's a bearing, an angle "calculated" by the nav system, to your destination sector.

*The safe zone concept can still be implemented, as it could be considered "illegal" to jump near a station. A no jump zone would be in effect.

*You can Jump as long as you're not in the No Jump Zone, or have something blocking your destination bearing (This can be noted on the radar if the graphics for a distant roid isn't displayed.)

*The closer the sector you're jumping to, the wider the bearing angle is for the jump point, as calculated by the "Nav System."

*This can prevent jump in jump outs (good or bad, I wont speculate), by forcing the pilot to angle the ship to the destination.

*This can make jumping a little easier for those doing escorts and trade missions, by giving the pilot the ability to figure a quicker heading for jumps.

*Wormholes aren't affected, as they are a static spot in a sector you must pilot to, to enter this anomaly.

A poorly drawn sketch of my idea... http://i.imgur.com/ebDAY.jpg (Ignore my incorrect use of sector labeling in the drawing, I feel ashamed enough as it is.)

Thanks,
AG
Mar 09, 2012 genka link
This actually strikes me as a reasonably neat idea, assuming I ignore the "current implementation is farfetched, here is better one, because I am smrt" bullshit.

Of course, it falls into the realm of "wild experimentation with changing a well-established and fundamental gameplay element," sooo...
I guess I'll try it out when I make my own awesome space-flight mmo.
Mar 09, 2012 blood.thirsty link
so i guess hun ye dont wanna pay a visit to this charmin' space plant waitin' fer ye at the worm hole : )
How sad :")
Mar 09, 2012 austeregrim link
I'm not trying to be arrogant, by saying "im smarter"... I'm just saying it doesn't make sense to me, how you can jump in at one point, and jump out a second later without moving, to a completely different direction.

And this design is, in my opinion, a better approach to this concept, and I believe would make gameplay more enjoyable. In the least more interesting with congruity, being you direct your jump plot in the same direction each time. As in "I know the sector I'm trying to go to is on the other side of the star, I'm going to point my ship in that direction to jump there."

For continuity of "how it works" if you point your ship towards a star in a system, the 'nav system' has plotted it's course around the star (in the 3 dimensional space "above") to avoid it, also any other "No jump zones." In other words, you're flying through space at a high rate of speed, that the nav system has plotted out to get you to your destination, logically outside of the 2 Dimensional grid of the stellar system.
Mar 09, 2012 abortretryfail link
Well since there's hypothetical space-bending physics involved here it shouldn't necessarily matter what "direction" your ship is pointing when you jump, but rather the jump out effects and animations should be directional.

If you're suggesting that to jump to say, sector A-1 from sector G-6, you'd have to be on the "side" of sector A-1 that faces towards G-6 in order for your plotted jump to actually work, why not also allow for a jump with no plotted course to send you somewhere roughly based on the direction your ship is headed in the sector?
Mar 09, 2012 Pizzasgood link
It could treat it sort of like a ballistic problem (if a solar system were just a drawing on a flat plane with uniform gravity, that is). Angle within the plane determines the direction you jump, and angle above or below the plane determines how many sectors. This should be based on your direction of motion though, not your ship orientation.

Doing things this way, you could potentially navigate without using the map at all (and without using the /navroute or whatever command).

If somebody bumps you as you're jumping, you could wind up in some other place.

This would also make following more tricky.