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Cadet
Joystick: Saitek Cyborg Gold
Join Date: May 2007
Location: Kennedy Space Center
Posts: 73
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Re: Jumpgate Evolution Map same or new?
Are you really asking someone in online forums if they have any basis for believing some bit of information for a game which no one knows anything about?
![]() The map display I don't think needs any change. Besides, think about how long some of the jumps are between sectors. Clearly it was made 2D for ease of use. The map itself should change - I do like the unreg between and around reg space. And maybe switch up some of sectors belonging to whichever factions. But the display itself, it does its job. |
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Cadet
Pilot Name: Raz-X
Joystick: Saitek Gold
Join Date: Dec 2004
Posts: 72
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Re: Jumpgate Evolution Map same or new?
Quote:
Either way, I really do like Jumpgate's current map. Obviously it could look better (Jumpgate needs a nice, uniform looking HUD. It doesn't need to have all kinds of flashy, it just needs to be solid and consistent so that users feel comfortable with the information it will show) |
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Recruit
Pilot Name: ventura
Join Date: Jun 2007
Location: Chicago
Posts: 22
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Re: Jumpgate Evolution Map same or new?
When I speak of more interconnections and a three dimensional map, as well a gates that go more than one place is to create a system that is more unpredictable on how and where a ship will arrive in a location. With the few exceptions there were a maximum of three locations where a ship could arrive in a sector. This is a limit, that makes things work with a small player base, but uninteresting after a short period of time. It may be there would be a second set of gates further out in the each zone that takes to another sector in the jumpgate chain.
Limit the interconnectivity of the map, and you have the same game as we have today. Look at it this way .... It is well and good to be able to blocade a station or an area of a sector. But should it be possible to deny access to an entire sector of space with just a few players. While it may take 5-8 jumps to go from point 1 to 2, why have so many choke points. Limiting the game to essentially a 2d map and routing results in too few sectors for a truely massive experience. The zones in jumpgate were beyond huge, yet we used less than .0001% of the total area. With only three or four gates that game is very two dimensional. Finally, only in a few sectors could you not jump and aim for the next gate, other than speed travel what is the point. |
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Last edited by ventura; 06-26-2007 at 11:03 AM. |
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Member
Join Date: Mar 2005
Posts: 503
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Re: Jumpgate Evolution Map same or new?
I think the map looks fine as is, I think the idea of having unreg between and surrounding faction space is a good idea. I think that the sectors we have now should still exist (maybe different ownership in some cases) and of course more sectors will exist with various owners/unreg I would imagine as well.
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Recruit
Pilot Name: ventura
Join Date: Jun 2007
Location: Chicago
Posts: 22
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Re: Jumpgate Evolution Map same or new?
I probably should not throw this out, but I will ......
I would also like to see Object Drift .... eg over time that distances between objects change, Asteroids moving into and out of traffic lanes. |
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Cadet
Pilot Name: Raz-X
Joystick: Saitek Gold
Join Date: Dec 2004
Posts: 72
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Re: Jumpgate Evolution Map same or new?
Quote:
Eve pretty much does what you said, and like 90% of unreg space is just absolutely empty. That, and I never really knew where the Hell I was because I couldn't just look at the map and 'take it in'. I couldn't just look and know where the main highways are, and such. People SHOULD be able to block a critical route to a station off. There have always been ways around blockades in Jumpgate. It just wasn't by taking Gate 7 and going right around them. You actually had to take a 'back door'. If the population gets big enough, I can see adding more routes for the blockade reasons you mentioned. A good example is EVE, big player base and only a few chokes to 0.0 so people are always camping it. I say the closer to faction space you get, the lower the possible routes in. It should be easier to blockade a faction's core systems off from an invasion than it should be to blockade people from leaving them. (This would be because of spawn and travel times) |
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Last edited by Raz; 06-27-2007 at 06:05 AM. |
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Re: Jumpgate Evolution Map same or new?
I remember the first time I looked at the Jumpgate Classic map. I thought it was so awesome that you could rotate it with your stick. Then I accidentally hit my throttle and crashed my Gust into a petal...
I vote that your controls turn off while looking at the map. I also think that you need to have some buffer of unreg space between reg space simply for that nice-place-for-pirates-to-get-you feeling. Of course, with a new game and new combat rules, this could be a moot point, but if the three factions are going to have equipment/commods that the others want, there should be a higher risk to get it versus using your own factional equipment. |
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Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
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Re: Jumpgate Evolution Map same or new?
keep the old add some new 2d 3d who cares i use eve map in 2d or flat, but the 3d is cool adds the whole space feel to it, as for Flux space, what about letting get to the real flux space not just some left over Amanthian empire that is now under the control of the flux.
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Re: Jumpgate Evolution Map same or new?
Let me spin this story for you...
Thousands of years before the current era, the Conflux menace overwhelmed the TRI civilization. The various factions that had made up TRI fled outward, taking as much of their civilization as they could carry with them, trying to find a safe places to rebuild. As a result the Conflux dominated the center of what had been TRI. The factions gradually rebuilt far beyond the sectors dominated by the Conflux. The Conflux however kept breeding and needed more living space so they expanded outward. Thus, the conflux are in the center of the map. What used to be the territory of the Octavians, Solrains, Quantars, Hyperians and Amananthi now has been swallowed by the conflux expansion. The factions all moved outward to escape the conflux menace. Since the universe is limitless (only our knowledge is limited) there was unclaimed and unregulated space both around the faction space, and between the factions and the conflux. The conflux are expanding and moving outward at the same time the old factions are reaching out to each other and their old enemies who had forced them to leave their homes. Contact and conflict are inevitable. Yet the above characters in our universal play are not alone in the universe. Nor were they the first to exist there. Traces of other races; other civilizations are found everywhere. Scraps of different sciences and technologies are found. Even working examples of equipment and weapons are discovered. Other races have risen as well in the eons since the time of removal. Some have developed on previously unexplored systems within the old, lost territory. Others have moved inward from outside the currently known faction space. The traders, explorers and, yes, riff-raff of these other races gradually made contact with the various factions in both positive and negative ways. Combined with fragments of old knowledge of each other, and information supplied by these other races, as well as new discoveries, the factions began to actively seek each other out. Trade is at first dominated by these "new" races, but as knowledge is gained, discovered or simply found in old records the factions begin more trade among themselves. A new TRI is formed. Things are not smooth. Friction among the old Factions and the new peoples occurs as well, but the overwhelming drive is to recover their old homes and to finish the conflux menace once and for ever! And so the story begins once more... |
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