Forums » Suggestions
WH Message
If you have an in system jump plotted from a wormhole sector, you should not get have the message 'press activate to enter wormhole' when you are close enough to the wh to use it.
+1 I hate when this happens.
I think it's better to have this, because it offers a warning when *not* to press activate if you don't want to enter the wormhole.
Actually Phaser, I think it does the opposite. I have cussed many times when my XC has been slow to get out of the WH jump range on its way to an in system jump point and reflexively jumped because the message popped up. Hence the complaint.
Wormholes are an unstable region of space approximately 2km in diameter that counts as a large object for the purposes of in-system jumps. You should not be able to make an in-system jump while you are in range of this spacial anomaly. If anything, it would be nice if the region were more clearly delineated.
They could always add a message when you are clear of the wormhole. The proper events already exist for detecting this. Or, in the interim a plug in could be written to handle this.
They could always add a message when you are clear of the wormhole. The proper events already exist for detecting this. Or, in the interim a plug in could be written to handle this.
I definitely hear this, I've made that same mistake myself before. Always frustrating when you see the effect pop up and go "dammit!@# no@!#".
The region is set up so if "Activate" is sent.. it activates. So I guess in this case we'd want the existence of a plotted course that does not traverse said wormhole to override the availability of "Activate"..?
This might have un-intended consequences for some trader who comes through a wormhole into some kind of messy pirate or battle situation and wants to reverse course quickly, but has to go into Nav and zero out their course before they can activate the wormhole.
Not sure.
The region is set up so if "Activate" is sent.. it activates. So I guess in this case we'd want the existence of a plotted course that does not traverse said wormhole to override the availability of "Activate"..?
This might have un-intended consequences for some trader who comes through a wormhole into some kind of messy pirate or battle situation and wants to reverse course quickly, but has to go into Nav and zero out their course before they can activate the wormhole.
Not sure.
I wouldn't want to disable the activate response. Rather I'd like to suppress the bus message that pops up in this scenario.
This drives me nuts when switching turrets. If you lag for a second and think you didn't press Activate and press it again, the next thing you know you've jumped through into an enemy turret field and have to wait for the wormhole timeout...
If anything, it would be nice if the region were more clearly delineated.
FreeSpace had a wire frame model drawn by the HUD surrounding jump points. Something like that would be pretty useful. This would also make laying mine fields around wormholes less of a guessing game.
If anything, it would be nice if the region were more clearly delineated.
FreeSpace had a wire frame model drawn by the HUD surrounding jump points. Something like that would be pretty useful. This would also make laying mine fields around wormholes less of a guessing game.
"The region is set up so if "Activate" is sent.. it activates. So I guess in this case we'd want the existence of a plotted course that does not traverse said wormhole to override the availability of "Activate"..?""
-20. Do not want unless optional. The ability to jump into a wormhole while ignoring my plotted course useful. The occasional misjump is a small enough price to pay, and to avoid it people have only to not be incompetent. (And I say this as somebody who makes that mistake myself from time to time.)
One of the annoying things about travel in VO is that navigation is point and click, completely contrary to the whole "directly fly your ship" thing. Wormholes are the only exception without getting plugins involved. You can just fly up to one and jump through -- no muss, no fuss. Don't break that.
-20. Do not want unless optional. The ability to jump into a wormhole while ignoring my plotted course useful. The occasional misjump is a small enough price to pay, and to avoid it people have only to not be incompetent. (And I say this as somebody who makes that mistake myself from time to time.)
One of the annoying things about travel in VO is that navigation is point and click, completely contrary to the whole "directly fly your ship" thing. Wormholes are the only exception without getting plugins involved. You can just fly up to one and jump through -- no muss, no fuss. Don't break that.
A simple solution would be to require two presses of "Activate" for the case where a player's plotted nav route doesn't go through a wormhole. Then there could be a warning message displayed after the first press of activate, such as: "This wormhole is not part of your current route. Press activate again to confirm."
Then for a case where the player actually wants to use the wormhole (as in Pizzasgood's case), doing a quick double-press of activate is not much of an inconvenience. And a player who wasn't intending to use the wormhole will only have pressed active once, thus getting the warning message and realize their mistake.
Of course, if the plotted nav route does go through a wormhole, then only one press of activate should be required.
Then for a case where the player actually wants to use the wormhole (as in Pizzasgood's case), doing a quick double-press of activate is not much of an inconvenience. And a player who wasn't intending to use the wormhole will only have pressed active once, thus getting the warning message and realize their mistake.
Of course, if the plotted nav route does go through a wormhole, then only one press of activate should be required.
The occasional misjump is a small enough price to pay,
Yeah, a Trident and 10+mil worth of crafted weapons is a small price to pay for one mistake because of an overloaded control...
Yeah, a Trident and 10+mil worth of crafted weapons is a small price to pay for one mistake because of an overloaded control...
I did say that I would be fine with it if it were optional, and Merdian's suggestion also has merit. I don't understand the purpose of your sarcasm. And anyway, in the grand scheme of things, that is a small price to pay. You're just one person, and this is a skill based game. Altering the controls to make the turrets safer for the unskilled is an appropriate response to this problem, but removing functionality is not.
Meridian's solution is the best I have seen in regards to this issue. +1 to that resolution.
I think Meridian's solution is fine too. I'll see what we can do when we get a few spare cycles.