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Re: Reduce the travel times
I would like to see the travel times reduced. IMHO the biggest drawback of the game is how long it takes to get anywhere in the hauling rigs when we are loaded. When I ran the mining contests I had to ensure I had 3 or 4 hours free every day because of the loads. That is why I always seemed to disappear after every contest. :>
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Re: Reduce the travel times
amen to that. my primary problem with Jumpgate is I cant just hop in for a few minutes. I need at least an hour if free time ahaed to accomplish anything, and run the risk of losing it if something comes up
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Do you ever wonder why a lot of things we buy say "Made in China"? Because China is gold farming America? Priest, or something, in the Cult of Apathy - Join us!! In our quest to... oh never mind |
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Jumpgate Developer
Pilot Name: GM_Scorch
Join Date: May 2007
Location: Colorado
Posts: 141
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Re: Reduce the travel times
YES! This is already changed and we are working on potentially even faster modes of travel now.
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Re: Reduce the travel times
Speculation:
If its like most games of the genre. Capital ships will have ludicrispeed capability and be able to jump from one sector to another on their own. Small ships like fighters will be local travel only (from gate to gate). What would be interesting is if they implemented carrier class ships where the carrier jumps to another sector, then the fighters launch from the carrier to take the fight to the enemy. |
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Cadet
Pilot Name: Raz-X
Joystick: Saitek Gold
Join Date: Dec 2004
Posts: 72
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TOTW/F/M Award(s): 0
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Re: Reduce the travel times
Scorch, faster travel is all well and good as long as it's balanced. One thing that helped make PvP meaningful was the fact that killing someone sends them OUT of your space, and the time it took to get back was what made fleets organized and not just zerg rushes.
Also, maybe it was overdone (Uranium anyone) But having a full load make you damn slow was what made the game feel so real to me. I wasn't a hauler, though. I agree that it shouldn't have been nearly as painful as it was, but the unique challenge of learning to dock a ship that takes 1 min to stop is a great time to put piloting skills to work. (Fun!) Also: Warping pretty much breaks EVE's PvP. Compared to Jumpgate, EVE's combat is extremely sloppy and a guessing game at best. We need to be careful about adding any sort of instaspeed. It's possible, but it will need to be balanced so that it doesn't wreck the hard physics that makes the Jumpgate flight feel so solid. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 808
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Re: Reduce the travel times
I mine and haul frequently. I'm fine with heavy load traveling/accelerating slowly. "...faster modes.." though indicates there may be "more than one way to skin a cat". Whether it is Hyperdrives or worm holes or something I've never even thought of, I'm game to see it and try it. It doesn't necessarily mean it will "replace" what we are currently using but be "in addition to" it.
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Cadet
Pilot Name: Raz-X
Joystick: Saitek Gold
Join Date: Dec 2004
Posts: 72
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Reduce the travel times
Like I mentioned in another thread, I think it's an awesome idea to add inertia compensators to all haulers as part of the ship's design.
It would accomplish making hauling more feasible, giving haulers an advantage to hauling like fighters do for fighting, and basically fix problems ![]() |
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Re: Reduce the travel times
Quote:
I acutally like the idea of Cap ships being able to warp into a sector.. |
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