Now that the proverbial cat is out of the bag, Ive seen several threads ranting and Geek Gasaming over the new fast travel mechanics recently added to the dev. builds. so generally most of us have noticed that they are at the least, happening. so I felt the NEED to start talking about them before they finalize the stats which they work on. there are clear and in some cases crippling issues on how they seem to work, that absolutely must be addressed.
At first I didn't want to do much debating about the systems, due to their newness coupled with the fact that it seemed like a big secret at the time it happened. But, its here and two of the three proposed systems are functional. so we need to start seriously looking at them, and put a consolidated place to discus and address them without any negatively minded criticism or closed minded denial getting in the way of really making this thing work safely in the game.
OK now that the hard part is out of the way. lets move on to the important part. the actual feedback.
Warp Gates.
The early things I personally noted, with the gate system was that it came into being practically flawless. it was first, and as far as I found initially obvious, was the way it just happens to have come into being. it came first, I don't know if it was intentional that way, but it came first and worked first. the drives were there in block form, but they didn't work yet. It was very much like A eureka moment. It worked and it worked nearly totally perfect. however I did in spite of that find a minor flaw. if you link a gate to itself, "which I assume isn't so much a flaw but a testing option." it will become stuck in an endless loop and will not connect to any other gate period. I suggest some way to reset links in a gate system to counter this.
Jump Drives.
Now I come to the reason for the above spoiler. this damn thing annoyed me. it was ridiculous. at first I was OK I have a ship I want to it make go. OK slap a computer on it no problem, I even had a place right in my cockpit. this ship was a little below 500 mass. OK so now I'll just go slap a few modules in my ass end, not really that big of a problem guys like big bottomed lasses right? OK then this damn thing would not absolutely let me go with less then 789 modules, for my less than 500 mass? really? OK double the number here? that's kinda fucking overpowered? so I then quit the game and got off to do the math.
in order for me to do a 1:1 scale Star Wars scale model Millennium Falcon which could jump, I would absolutely need to skin the entire thing with not hulls, but the god damned modules! so first fire fight I'd also be fucking stranded? really its supposed to work like this? sorry but this seems kinda broken.
Hyper Drives.
OK this spot is going to be reserved for later use, as this thing is not as of yet to be seen. but I promise I will look at it in depth when it comes.
At first I didn't want to do much debating about the systems, due to their newness coupled with the fact that it seemed like a big secret at the time it happened. But, its here and two of the three proposed systems are functional. so we need to start seriously looking at them, and put a consolidated place to discus and address them without any negatively minded criticism or closed minded denial getting in the way of really making this thing work safely in the game.
The first thing I want to get out of the way now is that we all seem to understand that this thing is new. Its not only new, it's HUGE, its so game changing, that its going to take a while to iron out the bugs on this one thing. its going to be debated. its going to be argued over. hell this one thing may even grind all other upcoming parts of the game to a screaming STOP. so lets let cool heads prevail and get the trolling out front its going to happen whether we like it or not!
OK now that the hard part is out of the way. lets move on to the important part. the actual feedback.
Warp Gates.
The early things I personally noted, with the gate system was that it came into being practically flawless. it was first, and as far as I found initially obvious, was the way it just happens to have come into being. it came first, I don't know if it was intentional that way, but it came first and worked first. the drives were there in block form, but they didn't work yet. It was very much like A eureka moment. It worked and it worked nearly totally perfect. however I did in spite of that find a minor flaw. if you link a gate to itself, "which I assume isn't so much a flaw but a testing option." it will become stuck in an endless loop and will not connect to any other gate period. I suggest some way to reset links in a gate system to counter this.
Jump Drives.
Now I come to the reason for the above spoiler. this damn thing annoyed me. it was ridiculous. at first I was OK I have a ship I want to it make go. OK slap a computer on it no problem, I even had a place right in my cockpit. this ship was a little below 500 mass. OK so now I'll just go slap a few modules in my ass end, not really that big of a problem guys like big bottomed lasses right? OK then this damn thing would not absolutely let me go with less then 789 modules, for my less than 500 mass? really? OK double the number here? that's kinda fucking overpowered? so I then quit the game and got off to do the math.
in order for me to do a 1:1 scale Star Wars scale model Millennium Falcon which could jump, I would absolutely need to skin the entire thing with not hulls, but the god damned modules! so first fire fight I'd also be fucking stranded? really its supposed to work like this? sorry but this seems kinda broken.
Hyper Drives.
OK this spot is going to be reserved for later use, as this thing is not as of yet to be seen. but I promise I will look at it in depth when it comes.
Last edited: