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Speed in Jumpgate Evolution...
I've been thinking about it, and I think Jumpgate Evolution's ships should be much faster then the current Jumpgate Classic ships.
I think it will cut down on travel time, slow down PvP (as ships can maneuver faster) and give the haulers a bigger profit/chance of getting shot down. I picture it as the heavy fighter craft, maybe 750 ish. Smaller fighters 800-850, scouts/rangers 900, tows 1k or more. Can anyone explain to me why everything is so slow in Jumpgate Classic? |
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Re: Speed in Jumpgate Evolution...
I like going fast. Do we get a bigger blast if we hit Emma at a higher speed?
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__________________
Currently working hard to break the server... >> Help support JSR through our Amazon store |
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Re: Speed in Jumpgate Evolution...
Yup, the right speed balanced against size is important. Too fast = not playable, too slow = not playable.
The other day I took a tow out to go harvesting biomass and I tell no word of a lie, I didnt get as far as the jumpgate out of that sector before I turned that crate around and put it right back where I'd borrowed it from. That ship is an example of what happens if the ship 'feels' too slow. Fr8rs dont feel slow because they are gutsy engined and BIG. Tows are neither gutsy or big so the speed they fly at doesnt work. |
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Re: Speed in Jumpgate Evolution...
Quote:
The reason I'm saying it is, doing anything just takes a ton of time. Just getting the right equipment when the stations arn't all stocked. Or trying to provide backup, or hell getting back into the fight. Don't you think it would be better if it were all accelerated a bit? Sure we can add some more drag to keep the PvP in check, but I just feel like that game overall is too slow. |
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Re: Speed in Jumpgate Evolution...
Not really. Jumpgate is basically a traveling game. It would be nice if you could play within a sector or 3...meaning if they were diverse/interesting enough to not have to fly all over the galaxy to do what you need to do. SC-QC "attack naps" were always my least favorite.
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Recruit
Pilot Name: ilk
Join Date: Aug 2007
Posts: 24
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Re: Speed in Jumpgate Evolution...
This is a point I was going to make in my Casual Gaming thread - if players have to travel for 30 minutes to get to the action (not uncommon in Jumpgate Classic even in it's heyday - especially as mentioned if multi-station reequipping was involved) then that completely rules out someone who only has an hour a night from getting anything done.
So it comes down to: How do you make space big AND keep travel times down? I think fewer busy and diverse sectors is preferable to many empty and boring ones, but it's easier to market a game as having a huge galaxy (like Eve did) than by saying "ok, so it's pretty small, but we promise it's great!" |
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Re: Speed in Jumpgate Evolution...
Quote:
Run out of fuel? Want to keep the fuel back in case of trouble? - use the jumpgates |
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Re: Speed in Jumpgate Evolution...
Just so I understand Vorlon are you suggesting that jumps could work more like Elite where the fuel you had available and the size of your ship dictated a range of sectors into which you could jump to?
If so I could travel from Wake to DG if I had sufficient range and fuel to allow the jump? This could really speed up the erosion of my insurance rating ![]() |
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Member
Pilot Name: Algore
Joystick: MS Force Feedback 2
Join Date: Jun 2005
Location: Belfast. Northern Ireland
Posts: 547
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Re: Speed in Jumpgate Evolution...
I'm a strong believer that if it takes someone a long time to get requipped or back into a fight then they realy need to look at their logistics from a preparation POV.
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Re: Speed in Jumpgate Evolution...
Quote:
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