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About This Page About This Page: This is a discussion on Engines and speed in JGE within the Jumpgate Evolution General Discussion forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Is Jumpgate Evolution going to have some sort of dual-mode travel for ships, one for normal cruising around, and one for high speed straight-line travel? Would this require two
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Old 10-19-2007, 07:06 AM   #1 (permalink)
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Engines and speed in Jumpgate Evolution

Is Jumpgate Evolution going to have some sort of dual-mode travel for ships, one for normal cruising around, and one for high speed straight-line travel? Would this require two engine types, or would every engine have this capability?

Is there going to even be a need for something like this? This was originally talked about way back in the day, I believe before EP2. If I remember correctly, part of the justification for it was the idea that rare roids and artifacts would be way out in deep space, deep enough that normal speeds would mean long travel times to these rare finds.
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Old 10-19-2007, 07:32 AM   #2 (permalink)
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Re: Engines and speed in Jumpgate Evolution

I believe it was hyper drive. Nothing ever came of it as far as I know.
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Old 10-19-2007, 10:14 AM   #3 (permalink)
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Re: Engines and speed in Jumpgate Evolution

Scorch mentioned in an earlier thread (not sure which) that other, less conventional, means of travel were being considered to speed up transport times. I can't remember the specifics so you'll have to run a search to find the post I'm referring to.
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Old 10-19-2007, 11:21 AM   #4 (permalink)
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Re: Engines and speed in Jumpgate Evolution

I think a modx like a FF that allows you to go reaaaally fast, but only in a straight line is a great idea.

You can use it to run away, or to get someone deep in space where something is hidden.

For the people that use them to run, unless they have 2 (which will take away their FFs) they will have to take forever to get back
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Old 10-19-2007, 11:36 AM   #5 (permalink)
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Re: Engines and speed in Jumpgate Evolution

they could do something like hyperdrive, but make it so you can only use it if your shields haven't been fired upon for 5 minutes. Using hyperdrive to run away is lame and should not be allowed, but if you can avoid being hit by an attacker for 5 minutes you deserve to get away from someone so annoying.
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Old 10-19-2007, 11:50 AM   #6 (permalink)
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Re: Engines and speed in Jumpgate Evolution

Who cares if they run, especially when it will take them an hour of flight time to get back...
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Old 10-19-2007, 01:19 PM   #7 (permalink)
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Re: Engines and speed in Jumpgate Evolution

Disco.
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Old 10-19-2007, 01:20 PM   #8 (permalink)
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Re: Engines and speed in Jumpgate Evolution

Disco's should log back in where they left the game at. Problem solved.
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Old 10-19-2007, 02:11 PM   #9 (permalink)
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Re: Engines and speed in Jumpgate Evolution

Quote:
Originally Posted by Jump View Post
Disco's should log back in where they left the game at. Problem solved.

Discos should be stopped where they are, and then instantly show up on radar as honor guard

Yeah I know, that would suck if your hauling some stuff and your cable modem dies, but still
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Old 10-23-2007, 04:44 PM   #10 (permalink)
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Re: Engines and speed in Jumpgate Evolution

With the hyperdrive thingy, it could be roughly done that way: Before going into effect you have to point (and keep it so) your ship onto the target direction (rotacol point?) and charge the drive up. While doing full throttle charging would take, let's say, 1 minute and fastest would be 15 seconds with throttle at 25% and below.
Plus maybe some kind of drive blockade like in Eve or Star Wars so you can pull ships out of hyperdrive that pass nearby, like ones going direct route between jumpgates.
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Old 10-23-2007, 05:21 PM   #11 (permalink)
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Re: Engines and speed in Jumpgate Evolution

I like the idea of having rotacol points if there were to be a jump drive. That way you have to "know" where you want to go. Also making it so you have to get to that place (or know someone who has) so that you know where you want to go and gives a reason for normal speed exploration.
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Old 10-23-2007, 09:59 PM   #12 (permalink)
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Re: Engines and speed in Jumpgate Evolution

Far as I remember... you couldnt hyperdrive with stuff in the way, and I'd like to see hyperdrive work much BSG's FTL engines... "begin spooling of FTLs", the HUD could even have a 'progress bar' or a countdown indicating how much is left for the ready to jump.

Smaller ships... Id think their hyperdrives would take a lot longer than a bigger ship would, something related to the power required. This would, of course, put the big cargo/miners with a bigger powerplant than them fighters, so that no fighter can hyperdrive at the same time.

Also, the use of HUD with heading data could help in tracing coordinates for that same sector end point, kinda like /jump 56 -23 5, then the countdown begins (ship should be stopped or at worst heading in that same direction).

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Old 10-23-2007, 10:33 PM   #13 (permalink)