Forums » Suggestions

jump range

Jan 13, 2021 biretak link
make jump range relate more to how close your are in jumping. There is no way two ships jumping 200m apart end up 1600m apart. Please.
Jan 13, 2021 Ohm link
If you mean for jumping in, then these points are random, and they should stay random. Sounds like you just got unlucky a few times and ended up 1000m away from the person you are chasing? Aw, sucks, but it happens. How about all the times you got lucky and warped in right behind them ready to womp? Swings and roundabouts. Nobody would ever get away from me if they always warped in 200m away from me as my load times are (usually)instant, even in a busy sector!

It also does depend on the direction of the jump to where(abouts) you end up, so although it does seem kind of random and therefor not that fun, someone who is skilled at chasing (or lucky/informed at guessing where their prey is going) can use these features to cut them off as they warp around in empty space. Honestly, it isn't a bad thing they get away from time to time, nobody would play if warping was like you suggest as nobody would ever escape me (gotta give them some hope).

-1
Jan 13, 2021 biretak link
Ohm, if I'm chasing a box truck with a corvette, on the other side of the intersection, I'd be closer to the box truck, not further. It should be the same way when jumping right after another through a worm hole ( or at least not so different).
Jan 13, 2021 Aryko link
You are comparing two very unrelated things. Ships and cars are not the same.

-1
Jan 13, 2021 Ohm link
@Biretak

Does not matter whether it is a car, plane, boat or space ship, how they work in real life isn't relevant in a made up game universe. Try think about what this would bring to the game as a whole too. Not just what this would mean for you, but what this would mean for other players.

This isn't a piracy simulator and to be honest, being the bad guy should be the harder role to play. Yes, sometimes traders get away. Sometimes you will even find someone who just cannot be caught no matter how good you are! This change would simply make chasing and running even more of a load screen game than it is now. It wouldn't actually add anything really, except maybe you would be able to empty hop for longer, and they would just have to hope you take longer to load one time. Maybe a better solution can be thought up to your problem, but this is not it.

But honestly, no point in comparing anything in VO to real life things, this is a game not a real life simulator, so some things just do not make sense, and never will.
Jan 13, 2021 DeathSpores link
Sorry Kenny your jump drive brakes have intempestive random activation failures, leading you to be far away from your target from time to time .
Warranties help!
Jan 14, 2021 death456 link
If these where jump gates like in many other space MMO I would support that because they have defined jump points and so on.

VO is entirely made of stable wormholes so as said above its random related to how you jump in and out and it being a natural WH not a regulated jump gate with a crew.

I like putting my inputs to suggestions with respect to lore (to a reasonable degree) and game play again to how it benefits the game and so on.

@Ohm You should have seen the 1 time i escaped YT-1300 in a 8% hound one time and he was in a hound lost him in an ion storm and docked up, probably one of my most fun times out witting pirates.
Jan 15, 2021 biretak link
All the above shows it is not neutral to rp.
Jan 15, 2021 Chiconoble link
Biretak go and read the lore story again, it says in the lore that wormhole exits are always at a distance from objects, that is why humanity goes through them in the first place because it's safe to not collide into other ships