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Make so the system has to charge when you have activated it and set the cordiances the larger the ship the more longer it takes for the warpdrive to active
mmmm, jumpbacon, cooked on a grill powered by warp plasmamaybe you can only jump in empty or void sectors and then have to travel the rest of the way per sublight?
that would prevent you from spawning inside of objects and you still have a use for thos sublight engines
maybe somkind of jumpgate or jumpbacon system which makes an area in which you can jum even in a populated sector, IF your ship fits in the jumpbeacon area
Problem is, there are nearly no completely empty sectors. There are always asteroids flying about.maybe you can only jump in empty or void sectors and then have to travel the rest of the way per sublight?
that would prevent you from spawning inside of objects and you still have a use for thos sublight engines
maybe somkind of jumpgate or jumpbacon system which makes an area in which you can jum even in a populated sector, IF your ship fits in the jumpbeacon area
maybe that would be the downside of to big ships...Problem is, there are nearly no completely empty sectors. There are always asteroids flying about.
damn now i am hungry were is my food beaconmmmm, jumpbacon, cooked on a grill powered by warp plasma
Being able to travel to places where you don't have a jump gate...faster. I don't like the idea of being limited to warpgates only if I want to travel faster.There's been a lot of variation on a single idea thrown around, and that idea is ship-borne FTL/warp systems with sets of limitations and rules so as to not create negative play habits. Considering that I'm more of a fan of a simple and effective gate-based system of FTL, what's important about ship based FTL with a lot of limiters that warpgate based FTL without limiters doesn't provide?
This isn't BSG, and I've seen a full 1/2 of a marathon.Have you ever watched BSG? They cannot move too far because their computers have to find a path to the other endpoint without hitting anything.
Cloaking is the very extreme of what I'd like, more like... thrusters in difficulty to add, maybe a bit harder in capitals and fighters to make warpgates more useful for the rich/a source of revenue (Automatic toll warp)I'd rather not have FTL be like cloaking, in that if you want to be able to use it, you need to make your ship ugly and made of power bricks.
This is from season 2 episode 22.This isn't BSG, and I've seen a full 1/2 of a marathon.
The problem with this is that then people all scatter to the middle of nowhere, and the only player interaction is chat.Being able to travel to places where you don't have a jump gate...faster. I don't like the idea of being limited to warpgates only if I want to travel faster.
And why would this corrupt a server? It wouldn't be loading the sectors between the destination and the starting point, if that's the issue.Ship-based warp drives would be able to ruin any server in seconds. All they would have to do to corrupt 200+/- sectors, is aim in a random direction, and hit warp. Continue this a few times, and the server would collapse. This could be prevented by stationary gates.
You have a point.And why would this corrupt a server? It wouldn't be loading the sectors between the destination and the starting point, if that's the issue.
You just have to make long ship based FTL difficult without making a ship for it. People should be able to scatter, but have incentive to stay together. After a while (since my last post) I realized that this is an alpha game with end-user customization, we think up ideas, the devs/server owners can balance them. Ship-based can get you there, but the drive takes time, space, energy, and credits and doesn't work as well as stations, which take labour, credits, and exploration. Keep it vague and give people the option of ship/station/both serverside.You have a point.
But server corruption aside, I can imagine people scavenging out thousands of sectors. That would just be plain unbalanced. Giving players the ability to have ship-based warp drives might be insanely awesome and totally epic, but nobody would use normal travel anymore, or settle in the furthest districts possible. Building your own waypoints/warpgates would mean you have to travel to that location to be able to use it as checkpoint. Which means: very little possibilities to exploit the system. It would also mean more activity and -especially- warfare around said gates, either to gain control and charge toll, or simply because there are more players.
The problem we are facing, is that there is a fine line between the exploitable stuff, realism, and enjoying the game. If the factors that can be exploited are diminished first, you can gradually and cautiously walk your way to the other two.
That can and will be fixed.Problem is, there are nearly no completely empty sectors. There are always asteroids flying about.
People want Star Wars/Star Trek-style warp, partially because, well, it's really cool-looking. I'd like to see it implemented, but be disabled by default. RP servers and other people who want it can have it, and Faction PvP servers can not have it if they feel that it'll ruin balance and make people hide away in remote corners of space.There's been a lot of variation on a single idea thrown around, and that idea is ship-borne FTL/warp systems with sets of limitations and rules so as to not create negative play habits. Considering that I'm more of a fan of a simple and effective gate-based system of FTL, what's important about ship based FTL with a lot of limiters that warpgate based FTL without limiters doesn't provide?
I agree... TBH, Cloaking shouldn't require that either... Perhaps hull should be able to cloak (and warp?) 4 or 6 times more cheaply than other blocks.I'd rather not have FTL be like cloaking, in that if you want to be able to use it, you need to make your ship ugly and made of power bricks.
Limiting travel between two gates means Sectors designed to be transport hubs would need to be filled with lots of paired Gate entrances to allow travel to multiple locations. Space around your Bases could get very crowded and may need some kind of Space-traffic Control authority to label the destinations of the Gates and keep ships from getting in each other's way. You could have an Operator to change the pairing of the Gates, but I'm not sure I like that idea as it would mean a lot of faffing-about getting in and out of your ship in a Solo game, or make a very boring job for one Player on a Multiplayer server. It also doesn't make sense to me that you'd deliberately build a transport system that could destroy your ship through casual use and without warning.They still make it so people need to explore before FTLing around everywhere, but would probably not have a limit on range like beacons. However, they would only work between two gates (or need "redialing" to another gate from an operator on the gate). Gates would allow for cool traps like tricking a large enemy through a large entrance portal with a small exit, causing catastrophic damage on exit.
You can build any shape of structure you want around the docking area of the Beacon. In fact, I'd recommend this for both FTL and normal docking areas to give an immediate visual indication of the size of Ship that can use it. You can still make a Beacon look like the Stargate if you wantI do like Blodge 's suggestion, but I would prefer warp gates over jump beacons. Gates would probably look cooler, just a personal opinion.
Wait, energy usage per second? Isn't the jump instantaneous? Shouldn't there be no intrinsic cooldown, only something regulated by the power demands required?Hyperspace Motivator - Allows a Ship to make a Hyperspace jump. Requires a constant supply of Power per-second to remain active (like the Cloaker/Radar Jammer).
Hyperspace Motivator Expander - Reduces the cool-down time on Hyperspace jumps. Increases the amount of Power per-second the Motivator requires to remain active.