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Re: Solar Systems in Jumpgate Evolution
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Re: Solar Systems in Jumpgate Evolution
Simple.
A Planet is very large A station is very small (well most of em) A ship is even smaller. The jumpgate ships are extremely slow if you use the size of a planet as a scale. Jump mentioned while looking at screenshots that the planets appear closer now. What I'm saying is. If you are withing flying distance of a planet at jumpgate speeds, the planet would have to appear extremely large (aka really close). |
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Re: Solar Systems in Jumpgate Evolution
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edit: I know they are slow in Jumpgate when you use scale of a planet..but still, doesnt make sense. |
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Re: Solar Systems in Jumpgate Evolution
Thats very true dude, we don't know how the new ships will fly. Its possible they will take the speed up by 10x, which then would make it possible to get to deepspace in a reasonable amount of time.
But unfortunately all I can base off of is what I know. I've always liked the idea of deep space usage. I enjoyed arti-hunting (except the arties I always got were shitty, I think I got one usable piece in months of searching) I want to go deep space for real reasons, I want to "explore" outside the normal area. All I was saying is that the way the game is/was, there is no way you could fly around a planet due to the extreme size, and slowness of the current ships. |
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Member
Joystick: Wingman Force 3d
Join Date: Jul 2007
Location: Pennsylvania, usa
Posts: 112
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Re: Solar Systems in Jumpgate Evolution
Imter system gates would be short hops, usable lets say from the planet to the best mining asteroid belts. Yes, other games have the long haul where you can fly around planets if thats what you want. The X games have been able to do that for a while, did it once just to prove it. Took 30 minutes real time to get to the other side of the planet from the gate I came through, and another 30-40 minutes to make the circle and fly back. Was fun, once ,wont do it often, but it proved the point. In that game the average medium fighter does 150 meters per second, but they use a time distortion device called SETA that makes the engines believe more time has past.(x6) so the ship flys 150 x 6 in Seta. Thats how they fixed this idea.
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Re: Solar Systems in Jumpgate Evolution
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Was this a massive multiplayer persistent game? Was there PvP? How did SETA work in PvP situations? Was there a timer until SETA would turn on? Questions like that have to be answered before it can even be balanced. thats why I liked the hyperdrive idea with rotacol coordinates needed. |
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Re: Solar Systems in Jumpgate Evolution
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Quote? I thought the idea was to have the "game in a game" based off the simulator with no real-space impacts? |
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Re: Solar Systems in Jumpgate Evolution
Simulator? No I never mentioned simulator. I want some of the sectors to be planetary sectors with their own map. So that the overall map would not have to be increased but the game would have more space by partitioning the planetary sectors into smaller sections with actual content that simulated a planetary system.
To me it's a good way to fill a sector with things to do without cluttering the main map of the universe. Once you Jump into these sectors you could continue on to the next sector or switch to the planetary map and fly to a intra-system gate. And mini hop through the system to different things to do and see. Including bad things. |
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Re: Solar Systems in Jumpgate Evolution
Ohhh, I got what you are saying. That is what eve has. I don't know if its possible to use conventional speed to get between the "areas" or not, but you could jump place to place in the sector at any time with a very short jump wait. I'm not sure about that, |