Jump System Overhaul

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    Hello Citizens.

    Long time i feel disappointed about Starmade Jump Effect and system.
    Basically we have some jump block and then ship can use admin /tp around.

    But i haven't had idea about suggestion. But Yesterday i saw this.

    Found Exacly good Example
    So i came with this.

    1. New Warp Drive
    -Warp Drive will be set-up of this blocks.
    *Warp Core
    (Unstable, If hit with weapon there will be explosion of whole Drive)
    (More of Warp Core Block=Faster Warp Entering due to mass ratio)
    *Warp Chasing
    (Necessary to contain Warp Core, You need to cover them in any shape)
    *Warp Power Coils
    (Connected to Warp Core Chasing, More=More power consumption=faster warp)

    2. Minimap Warp Display
    Player in warp can see if he set destination if he reaching zone form warp exit for optimal destination facing,
    if he will not exit warp he will just flee through and exit behind destination with destination on his back)

    3. Subspace Inhibitor and Subspace Scanner
    Player can Put Subspace Inhibitor to space so ship of his faction and enemy faction cant exit warp close
    to station.
    Subspace Scanner
    This block will check if someone set destination on scanner range and will warp player if someone is warping to this range.

    4. So player with Warp drive will charge Depend on power consumption and mass of his ship.
    Then he will enter warp. There he will need sustain some power to continue his warp (Power Capacity or Aux Power)


    5. When ship is in warp, ship will no regenerate power to its warp core only use that is inside WarpCoreBlocks) When this power runs out ship will be forced exit warp anywhere where it is currently according coordinates of warp calculation. We can also set if ship got 100% of shield upon exiting warp space to balance PvP.

    6. Ship Position in Warp is virtual (Ship in warp is stationary in tunnel effect not seeing normal universe)
    Ship will enter destination sector fater serve chcek if player saw whole exit effect/enter effect)
    Ship postion in universe in warp subspace is calcutated just in numbers (in relity ship is still in sector where he entered warp spce)

    7. So this will give us new ships types, Fast Warp ship or slow. or Ship that can use warp for long time or ship that can be in warp only for like 10 seconds then need recharge.

    I will work on this Thread more. Feel free to Brainstorm this. Thank you for you Time and thank you for reading this.
     
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    NeonSturm

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    Summary (I hope I understood it correctly):
    1. Warp-System
      • Warp-Core : entry delay, explosive
      • Warp-Coils : warp speed
    2. Warp-Control
      • Player flies a straight line "from start, to destination", but destination is the "rear side".
      • Player can manually cancel warp at the "front side" of the destination or any time before.
    Balance
    1. entry/activation delay
    2. speed
    3. cooldown (based on energy)
    4. distance (based on energy)
    5. warp speed barrier power requirements (in StarTrek, there is something like a hypersonic barrier for certain warp-factors).
    It would make warp certainly more interesting.
    And it seems you avoid any lag issues with it.

    Something needs consideration though:
    What happens if
    • you set a destination behind a warp-inhibitor?
    • warp-inhibitors go online after you entered warp?
    Do inhibitors block destinations only inside or also behind their radius?

    Do inhibitors only block curse plotting or pull you out of warp?​
     
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    If ship set destination to range of Subspace Inhibitor (Ally or Enemy) It will force ship from Warp at edge of that range.
    With proper set-up you can have range of turrets same as range of Subspace Inhibitor

    If ship in warp fly in close proximity to range of Subspace Inhibitor he can continue to travel, because he is not crossing or entering a Subspace Inhibitor Range Bauble.

    If ship will fly to destination where is also range of Subspace Inhibitor, Ship will be forced to exit warp at edge of that range.
    You can calculate Range of inhibitor by distance to Station that is using Inhibitor. (Distance from where you was forced to warp out to station=radius of range) So you can avoid that space in later travels.

    Of course we can limit Sub pace inhibitor Operation by setting his power demand. This will force build good power reactors, Power Reserves for station to maintain Subspace Inhibitor.

    OPTIONAL
    If Subspace inhibitor power draw is huger then ship power draw of ship. You will be forced out of warp at edge of that range.
    If your ship got stronger warp then station inhibitor you can fly freely further but you cant exit warp in range of inhibitor.

    You cant enter warp in Planet or Star Gravitational Range. But you can exit warp Near or in Star.


    Subspace Inhibitor Range would be set by by inhibitor blocks count and they will draw power from reactor. (Station Only)

    Current Jump Inhibitors will prevent from entering warp and range will be set by its power draw (Block Count) (Ship Only)

    This will complete Starmade Travel. Prevent Jump Chain Drives and we can work with this to have whole fleet Warp Travel. Just in Bigger Warp Tunnel.

    Also we already got some sort of subspace in Starmade, Is Called Unloaded Sectors..
    We need to apply ship in warp same settings. So ship movement will be just illusion that you will never notice. You will see your ship moving on WarpMinimap or on GalaxyMap, but in real you will be stationary in virtual sector in warp tunnel. Your speed/location in Universe according to subspace will be calculated server side just in numbers. When you exit warp your ship will appear in that destination with warp exit effect.
     
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    NeonSturm

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    OPTIONAL
    If Subspace inhibitor power draw is huger then ship power draw of ship. You will be forced out of warp at edge of that range.
    If your ship got stronger warp then station inhibitor you can fly freely further but you cant exit warp in range of inhibitor.
    I like that. A weak inhibitor protects a station but isn't "blocking" your course completely

    About unloaded sectors:
    Information about hit-boxes of unloaded objects is a lot smaller,
    because docked entities or block-data do not need to be included, this information could be stored per system, not per sector (less requests).​
    Warp-gates could define a volume in which you can exit warp freely despite inhibitors or inside a collision box.​