Saved Jump Coordinates Via Displays?

    Edymnion

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    Since the display modules have gotten a serious upgrade, got me thinking.

    Something I would find useful is the ability to store jump locations physically in a ship. Such as having the home base coordinates saved so that I could jump back home easily without having to stop and change the nav coordinates manually.

    So, how about if we could use some logic to link a display and a button/inner-ship remote into a jump computer to let us have a pushbutton auto-jump?

    Possibly could be used as an automated escape system. Sensor blocks could be set up to check things like shield strength, when it falls too low logic triggers the preset jump coordinates and away you go (or at least you make the attempt to go, could always be inhibited, not have the power, etc).
     
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    Great idea but with my luck in a toe to toe battle everything might be getting low and I may be going for the win when "blip" I leave the battle losing any progress.
     

    Edymnion

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    Great idea but with my luck in a toe to toe battle everything might be getting low and I may be going for the win when "blip" I leave the battle losing any progress.
    Meh, such are the dangers of using logic to create an escape drive instead of an inner-ship remote for a manual emergency jump.
     

    Lone_Puppy

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    I was wishing for the same functionality, but for jump chaining.
    Would make transport and freight runs so much easier.
     
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    Lone_Puppy

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    I tried various combos and [ADD] does not carry across the output of [sector]. Only he text "[sector]".
     

    Benevolent27

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    Sounds interesting, but I can also imagine people programming ships with giant chain drives to jump to an enemy base, unleash a bunch of missiles, jump away. Then jump back. Back and forth, back and forth, till all the jump drives are spent.. then it simply does not jump back in if it doesn't have enough jump drives left to jump back out (as per a sensors indicating to the logic system). The cheese we would see if this were implemented.
     
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    Sounds interesting, but I can also imagine people programming ships with giant chain drives to jump to an enemy base, unleash a bunch of missiles, jump away. Then jump back. Back and forth, back and forth, till all the jump drives are spent.. then it simply does not jump back in if it doesn't have enough jump drives left to jump back out (as per a sensors indicating to the logic system). The cheese we would see if this were implemented.
    As far as Im aware those sectors might not even be loaded because there are no players around:?
    I know that if a ship is moving at high speed you can just move far away from the sector, wait for it to unload the return and the object will have instantly stopped (No space friction involved)
     

    Edymnion

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    Sounds interesting, but I can also imagine people programming ships with giant chain drives to jump to an enemy base, unleash a bunch of missiles, jump away. Then jump back. Back and forth, back and forth, till all the jump drives are spent.. then it simply does not jump back in if it doesn't have enough jump drives left to jump back out (as per a sensors indicating to the logic system). The cheese we would see if this were implemented.
    How is this any different than what we can do now?

    Your waypoint invalidates once you reach the target, so you can already use multiple drives to jump in, unload, and immediately jump back out (via simply hitting the next drive to jump in the direction you're facing). Only difference is that now you have to spend 2 seconds to manually reselect your waypoint to jump back in the second and third times.
     

    Benevolent27

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    As far as Im aware those sectors might not even be loaded because there are no players around:?
    I know that if a ship is moving at high speed you can just move far away from the sector, wait for it to unload the return and the object will have instantly stopped (No space friction involved)
    I imagine the people doing this tactic would sit in the sector the automated ships are jumping to, so that they would then return. Of course it wouldn't work if they jump into an unloaded sector. Though this would still be cheese.
    [doublepost=1477042882,1477042693][/doublepost]
    How is this any different than what we can do now?

    Your waypoint invalidates once you reach the target, so you can already use multiple drives to jump in, unload, and immediately jump back out (via simply hitting the next drive to jump in the direction you're facing). Only difference is that now you have to spend 2 seconds to manually reselect your waypoint to jump back in the second and third times.
    The OP is about having jump drives go to the coordinates in a display with logic, right? This would allow automation of jumping of ships with nobody in it and also allow for the aforementioned cheese tactic.

    I'm not saying I'm against this idea, I just know it would result in a lot of cheese. I think they would need to fix the jump-drive inhibitors to allow inhibiting ships from sectors away. With this cheese tactic, I would have the ships jump 1 sector away to prevent them from getting jump-inhibited.

    I'm just saying what I would do.. and it would definitely be cheese.. and it would kill everybody in very unfair ways.. but it would not be cheating or even exploiting, because this would be an actual game mechanic.