Read by Schine Change Warp System and Interdiction Ideas

    What do you think of the suggestion?

    • Absolutely love it!

      Votes: 17 51.5%
    • Think it's good

      Votes: 7 21.2%
    • It's okay

      Votes: 2 6.1%
    • Couldn't care if it's in or not

      Votes: 1 3.0%
    • Don't particularly like it

      Votes: 3 9.1%
    • Think it's bad

      Votes: 1 3.0%
    • Bloody awful!

      Votes: 2 6.1%

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    Hmm let me think.... We definitely need this but we do still need to counter interdiction. So I also propose the Warp Core Stabilizers from EVE Online. At this time i will let anyone that knows how the "WCS" work explain.:p
     
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    But... you can get a jump drive down to a few second charge..
    In fact, you can get it to charge so fast, that it's ready to use before you emerge from your last jump, think the lowest we got it was around 4 seconds (though jumping while jumping just discharges your drive, you gotta wait for the warp animation to finish).

    Not only that, but if you don't want a dedicated jumper as described, you can just install multiple jump computers, and charge each while docked. I think the longest it ever took me to charge a drive was 40 seconds.

    I have a ship which holds 30 jump drives, I call it "The Jump Stick", you simply dock your war ship to it, get in, and jump where you need to go, and very likely back (provided you're traveling less then 15 jumps). For longer trips, use more jump modules to get the cooldown lower. With our 4sec charge jumper, we made it to the galaxy below us in about 10 minutes?

    It's really not as bad as people make it out to be.
     

    Blaza612

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    But... you can get a jump drive down to a few second charge..
    In fact, you can get it to charge so fast, that it's ready to use before you emerge from your last jump, think the lowest we got it was around 4 seconds (though jumping while jumping just discharges your drive, you gotta wait for the warp animation to finish).

    Not only that, but if you don't want a dedicated jumper as described, you can just install multiple jump computers, and charge each while docked. I think the longest it ever took me to charge a drive was 40 seconds.

    I have a ship which holds 30 jump drives, I call it "The Jump Stick", you simply dock your war ship to it, get in, and jump where you need to go, and very likely back (provided you're traveling less then 15 jumps). For longer trips, use more jump modules to get the cooldown lower. With our 4sec charge jumper, we made it to the galaxy below us in about 10 minutes?

    It's really not as bad as people make it out to be.
    While the system isn't too bad, there is still plenty of room for improvement. I don't like the jumps due to how bad/unnatural they feel, they take a ridiculous amount of time to charge it in most practical cases, and the jumping itself isn't really anything interesting, it's literally a teleport, rather than moving you a ludicrous speeds (as that is a simplified version of how it would work IRL). The system I proposed improves it massively, giving more of a natural feel and allowing another possible feature to be added, which is interdiction. At this point, it becomes more worth changing it than keeping the current system.
     
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    They are planing to have hyper drives in the capital ship update that should work this way. Why not have any ship be able to use hyper drives instead of just capital ships? Jump drives are great for short jumps or to escape danger, but not practical for long distance travel. The other difference could be that you can interdict hyper drives easy enough, but doing it to jump drives should be much harder to pull off.
     
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    You guys are putting too much stock in EvE. From what I've heard, it is nothing but a spreadsheet simulator.

    That being said, I like this suggestion. I really like any FTL suggestion that lets you get out of your ship and walk around while traveling - this is necessary for RP.

    Back before FTL, I liked to spend my time traveling. I'd built my ship mid flight, talk with people, fix things, etc, and that's something I really missed.
     
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    This thread was 4 months old, I think the discussion is over at this point
     

    Blaza612

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    You guys are putting too much stock in EvE. From what I've heard, it is nothing but a spreadsheet simulator.

    That being said, I like this suggestion. I really like any FTL suggestion that lets you get out of your ship and walk around while traveling - this is necessary for RP.

    Back before FTL, I liked to spend my time traveling. I'd built my ship mid flight, talk with people, fix things, etc, and that's something I really missed.
    It's been said before, but because it originated/was inspired by another game doesn't mean it's a bad system. This opens more possibilities, and that's why I'm rolling with it, rather than say a hyperdrive or wormhole creation.

    This thread was 4 months old, I think the discussion is over at this point
    Indeed it is. :p
     

    Blaza612

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    Well, we do have interdictors now.
    Indeed, but the warp system is still yet to change. I'm currently hoping that they got the inhibitor strength vs warp drive strength from this thread, and thus will eventually change the warp to something that is far superior than a glorified /change_sector command :p
     
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    To get interdiction, we don't necessarily have to fly to the new area. Moving the ship at a high speed will eat up server resources - that's why there is a speed limit in the config file.

    However, it could still be accomplished in the following way:
    1) Player enters warp
    2) Player ship is teleported to a 'null' sector where they see particle effects but nothing else. This is like the sectors where you 'test' a ship - it's not really space and has no structures.
    3) The game determines the path that the ship is 'flying' and logs all the sectors through which it will have to 'pass'
    4) For each sector, it checks if there is a structure with a warp inhibitor.
    5A) If an inhibitor is found and is strong enough, the player's ship is placed in that sector.
    5B) If an inhibitor is not strong enough, or there is no inhibitor found, then the player is placed at the normal destination

    An alternative idea is to use something like the relationship in Minecraft between the Overworld and Nether. Moving 1 block in the Nether moves you 8 blocks in the Overworld; so Starmade needs a Hyperspace world where 1 meter in hyperspace is 8 meters in the normal universe.
    1) Player enters warp
    2) Player ship is teleported to 'hyperspace,' which is effectively an empty void and lots of particle effects.
    3A) Player flies their ship around, but must maintain a minimum speed or be ejected back into normal space
    3B) While the player flies around, the server checks the sectors that correspond with their hyperspace location for warp-inhibitor systems.
    4) Player slows their ship and exits hyperspace.
    5) The server determines how many meters the ship moved in hyperspace, multiplies by a scaler (for example, 8 times), and then teleports the ship to the correct location in the normal universe.

    This would also allow us to stack hyperspace zones. I enter hyperspace and have an 8x scaler, but then I activate a second warp drive and enter the hyperspace of hyperspace and have a 16x scaler. Then I can do it again for a 24x scaler, etc. Stacking warp drives or having a quick reload means you can get to high hyperspace levels more quickly, but then you also have to slow down multiple times to get back to normal space.

    This system would make jump-chases more like the Warp-battle in Star Trek: Into Darkness, and still allow for intercepting warp-traffic.
     

    Blaza612

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    To get interdiction, we don't necessarily have to fly to the new area. Moving the ship at a high speed will eat up server resources - that's why there is a speed limit in the config file.

    However, it could still be accomplished in the following way:
    1) Player enters warp
    2) Player ship is teleported to a 'null' sector where they see particle effects but nothing else. This is like the sectors where you 'test' a ship - it's not really space and has no structures.
    3) The game determines the path that the ship is 'flying' and logs all the sectors through which it will have to 'pass'
    4) For each sector, it checks if there is a structure with a warp inhibitor.
    5A) If an inhibitor is found and is strong enough, the player's ship is placed in that sector.
    5B) If an inhibitor is not strong enough, or there is no inhibitor found, then the player is placed at the normal destination

    An alternative idea is to use something like the relationship in Minecraft between the Overworld and Nether. Moving 1 block in the Nether moves you 8 blocks in the Overworld; so Starmade needs a Hyperspace world where 1 meter in hyperspace is 8 meters in the normal universe.
    1) Player enters warp
    2) Player ship is teleported to 'hyperspace,' which is effectively an empty void and lots of particle effects.
    3A) Player flies their ship around, but must maintain a minimum speed or be ejected back into normal space
    3B) While the player flies around, the server checks the sectors that correspond with their hyperspace location for warp-inhibitor systems.
    4) Player slows their ship and exits hyperspace.
    5) The server determines how many meters the ship moved in hyperspace, multiplies by a scaler (for example, 8 times), and then teleports the ship to the correct location in the normal universe.

    This would also allow us to stack hyperspace zones. I enter hyperspace and have an 8x scaler, but then I activate a second warp drive and enter the hyperspace of hyperspace and have a 16x scaler. Then I can do it again for a 24x scaler, etc. Stacking warp drives or having a quick reload means you can get to high hyperspace levels more quickly, but then you also have to slow down multiple times to get back to normal space.

    This system would make jump-chases more like the Warp-battle in Star Trek: Into Darkness, and still allow for intercepting warp-traffic.
    I imagined that the first idea would be how the warp system works, except it would load everything in your path as you go, however at more of a LOD level, so it would only load in the general shapes and colours, rather than all of the details. While that definitely could work well, it'd still be nice to see yourself move through the system, rather than just suddenly arrive. I would also imagine that the galaxy map changes it's position (when it's centered on you) to adjust to the warping.
     
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    It would also be nice if it went, instead of linearly, exponentially or with a bonus like with power. For example, H being one jump level, 1H would give you 5x, H2 giving you 11x, H3 giving you 20x, ect. Ships in hyperspace should require constant power or some other (Hypercharge?) unit value. Otherwise you could stay in Hyperspace forever.

    I think the "stay at this speed" idea is really nice, and would prevent(to a point) instant Hyperspace dropout. You would need to slow down in advance to jump out.

    Maybe when you droped a level you would start at the max server speed, so, eseially with slow ships and Hyper battles, droping out would have to go in stages, and ships would have a bright particle effect and an afterimages, showing you when they jumped up or down.

    I think astronauts wouldn't be able or imediatly fall out of hyperspace or take sun damage if they are not in a ship(driving or inside them), or build anything in hyperspace, this would meen you couldn't build ships or make repairs in hyperspace, although astrotech computers would work so if they impliment astrotech block placement through shipcore design you could make repair bays and heal hull breaches in you ships in Hyperspace.