Forums » Suggestions
Slow jump delay on new animation to 4 seconds
The new warp animation has a faster animation, requiring only 2 seconds of "no control" warping animation before loading into the destination sector.
This has ruined chasing for most situations as you can't kill people in warps as effectively.
Why was this done?
Increase the delay between "activating" and warp loading to 4 seconds, consistent with the legacy option.
This has ruined chasing for most situations as you can't kill people in warps as effectively.
Why was this done?
Increase the delay between "activating" and warp loading to 4 seconds, consistent with the legacy option.
Well there is no point in the" no control" situation in the first place. Animation is just there to mask loading delays.
Looks like they are fixing game limitations.
I suggest you kill your target faster before they jump.
Looks like they are fixing game limitations.
I suggest you kill your target faster before they jump.
It should be noted that there have been other tactical changes, like:
Ships that have been damaged more than 25% now require powercell energy equivalent to their damage to make any kind of jump. For instance, a ship damaged 50% now requires a 50% charged powercell to jump.
My overall goal is generally to try and figure out what balance is "best", rather than just sticking dogmatically to "it's the way it was in the past".
We've always had a theoretical goal where there might be little or no loading delays at all, and people are able to switch sectors seamlessly (the new "streaming mode" network change is a step towards that). We aren't there yet, but the notion of seamless sector changes would open up some interesting possibilities and benefits.
I'm certainly not against having artificial limitations, for the sake of gameplay (top speeds being an obvious example), but let's be careful to pick out which limitations are really the best for the overall game, and what they should be. Especially in view of evolving weapon types, like PCBs, and tactical changes like those mentioned above.
Ships that have been damaged more than 25% now require powercell energy equivalent to their damage to make any kind of jump. For instance, a ship damaged 50% now requires a 50% charged powercell to jump.
My overall goal is generally to try and figure out what balance is "best", rather than just sticking dogmatically to "it's the way it was in the past".
We've always had a theoretical goal where there might be little or no loading delays at all, and people are able to switch sectors seamlessly (the new "streaming mode" network change is a step towards that). We aren't there yet, but the notion of seamless sector changes would open up some interesting possibilities and benefits.
I'm certainly not against having artificial limitations, for the sake of gameplay (top speeds being an obvious example), but let's be careful to pick out which limitations are really the best for the overall game, and what they should be. Especially in view of evolving weapon types, like PCBs, and tactical changes like those mentioned above.