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About This Page About This Page: This is a discussion on Question about space objects within the Jumpgate Evolution General Discussion forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by dailatron Remember to put lanes in also, otherwise ships will be hitting each other going from gate to gate. Honestly do any of you think about what
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Old 07-22-2007, 10:16 AM   #16 (permalink)
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Re: Question about space objects

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Originally Posted by dailatron View Post
Remember to put lanes in also, otherwise ships will be hitting each other going from gate to gate.

Honestly do any of you think about what you are actualy asking for ?.
Yes. The gate "problem" is more of a question to the devs. In original Jumpgate, you appear in the sphear, engines off. If they changed that in Jumpgate Evolution (and I hope they did), then this may not be a problem. Personally, I'd love the ship to appear in a random location within x distance from center of gate, and engines at say... X% of what you had going in.
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Old 07-22-2007, 12:50 PM   #17 (permalink)
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Re: Question about space objects

I always thought the idea of entering a jumpgate at full speed and appearing the other side at a complete stop to be a little daft. I'd prefer it if you exited at the same speed you entered. I can see that this would cause problems though, even if the exit point was outside the petals, as a lot of heavy ships would be in serious trouble without the instant brake effect.
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Old 07-22-2007, 07:29 PM   #18 (permalink)
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Re: Question about space objects

Cpt_Blood, imagine this: You are in your fighter fleeing from overwhelming pursuit... you approach the gate...just as you start to enter, a fully loaded HM pops out, right in your flight path... no time to dodge... instant pod ride.

No thanks, I'll pass. While the ship-to-ship collisions makes good logical sense, IMO it would totally screw up game play. It's bad enough now that a stupid newb shuttle can "bump" a loaded HM docking or that a C1 squid can move a HM around while he's static mining a roid. If s-t-s is implimented you are going to see the death stats go up like a rocket on Guy Fawlks (sp) Days or 4th of July.
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Old 07-22-2007, 07:46 PM   #19 (permalink)
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Re: Question about space objects

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Cpt_Blood, imagine this: You are in your fighter fleeing from overwhelming pursuit... you approach the gate...just as you start to enter, a fully loaded HM pops out, right in your flight path... no time to dodge... instant pod ride.
That would be true in Jumpgate Classic. However, to blatantly steal ideas from other games (like Wing Commander with its nav buoys), why do you have to appear right in the center of the jump gate? appear in general vicinity, within x radius away, and server can handle so that nothing else is in that particular area... Also, if the ship is not at a dead stop after it jumped, then there is less chance of collisions if something is rapidly approaching.
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Old 07-22-2007, 08:14 PM   #20 (permalink)
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Re: Question about space objects

dial, no offense buddy but I said I would give it a go. Its entirely dependant on the devs as to how they want to implement it (if they even do). Here we are only espousing ideas, some of which may be picked up.

As for how to remove the associated pod rides from in gate collisions, the idea has already been mentioned to move the entry point outside the sphere. The sphere could (and IMO should) only be the acceleration point. The entry point would be randomised within a given area with the server ensuring that each entry point is free from debris or other ships etc. Not that hard to implement.

The reason I said I would give it a go was that I think it would make things a lot more interesting when you can ram other ships to cause damage as well. I could just imaging a Kamikaze LF squadron pounding a large freighter or something. That would be a sight to behold.
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Old 07-22-2007, 09:06 PM   #21 (permalink)
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Re: Question about space objects

Collision is out mostly because of griefing. Imagine tows blocking all the landing bays of stations for example. In this case real < fun so we go with no collisions.
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Old 07-22-2007, 09:30 PM   #22 (permalink)
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Re: Question about space objects

Cool. Though that would be pretty funny. An actual blockade that would need to be "removed".
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Old 07-23-2007, 02:03 AM   #23 (permalink)
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Re: Question about space objects

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dial, no offense buddy but I said I would give it a go. Its entirely dependant on the devs as to how they want to implement it (if they even do). Here we are only espousing ideas, some of which may be picked up.
None taken. While some of the ideas put forward sound fun, they are a bit impractical ingame. Im often reminded of lemmings running to the end of a cliff thinking weeee this running is fun.

No offence.
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Old 07-23-2007, 11:43 PM   #24 (permalink)
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Re: Question about space objects

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Im often reminded of lemmings running to the end of a cliff thinking weeee this running is fun.
ROFLMAO !!!

It seems that the scale will be different tho so it may not have been as much of an issue. As Scorch said tho, its out for now.
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Old 07-24-2007, 12:09 AM   #25 (permalink)
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Re: Question about space objects

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Originally Posted by Scorch View Post
Scale of objects is MUCH bigger now in Jumpgate Evolution. Some asteroids are huge and the new stations are giant. Scale is something everyone wanted bigger.
My fiancee asked for something else to be bigger...

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Originally Posted by Cpt_Blood View Post
I always thought the idea of entering a jumpgate at full speed and appearing the other side at a complete stop to be a little daft. I'd prefer it if you exited at the same speed you entered. I can see that this would cause problems though, even if the exit point was outside the petals, as a lot of heavy ships would be in serious trouble without the instant brake effect.
Here is what I envision. Pilots carry all momentum through a Jumpgate to the other side. Tactically speaking, learning how each sector of space is oriented through the jumpgate could be a great advantage. Say I fly from sector X's beacon straight to the gate, then in sector Y I place my POS in that same line. If I'm ever in combat in sector X, I'll know exactly how to flee. Also, truckers could concieveably have more skilled flying to do as some gates would require a radius trajectory in sectors instead of point to point flying. Imagine your loaded uranium tow is flying through Ring View but you know that you'll come out in Ekoo's Stop going 90* to the Omni IV gate. Skilled truckers would know to swing way wide, using landmarks for orientation, then curve back to the jumpgate so their conserved momentum would carry them better through Omni IV.

As for petal collisions, just make it so the 5s invulnerability extends to petals as well.
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Old 07-24-2007, 12:25 AM   #26 (permalink)
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Re: Question about space objects

Whilst im glad ship collisions is out ( too many headaches with that one ) what about space features in regards to objects?

I mean like whole sectors which are inside a nebula, bit like the storms but none moving, new pre collapse wreckage, three stations are all we found after it, Id like to see more in the way of war wreckage from the GVB wars, a few behemoth hulks. or the odd dead zone

Last edited by Lordopic; 07-24-2007 at 07:01 AM. Reason: pre coffe post even spellcheck had a job
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Old 07-24-2007, 06:01 AM   #27 (permalink)
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Re: Question about space objects

As far as the gates go. I think of it as being sucked into and then bam your at the other end. if you forget to turn your throttle down (joystick users) you leave the gate immediately with some times hilarious consequences.

I can understand the want to be pushed out of the gate, but as they are 3d rather than 2d (stargate style) I dont think that is practical and randomly apearing outside the gate. How does that work, teleportation ?.

I like it the way it is right now personaly. Otherwise we would have to change the name from Jumpgate to Pushgate and that just doesnt sound right to me.
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Old 07-24-2007, 07:06 AM   #