Author Topic: Hyperspace  (Read 11903 times)

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Offline aRaven

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Those aren't the buoys that contradict canon. It is the fact that you can always jump out if you're within x meters to it, no matter which direction you are facing. As far as I remember XWA, even if you had an SSD straight ahead, you could jump out.

Of course, we can regard this as pure game mechanism.

Wrong, your craft doesn't jump when some object is before it.

 

Offline Nohg

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An Interdictor would be usable in a campaign, you'd just have to either take out its subsystems or wait for help to arrive, either way the goal wouldn't have to be 'blow it up'.

Additionally, an Interdictor is lightly protected comparatively, it is not inconceivable that they'd jump out if endangered.


Plus any sort of Thrawn mention would need a few Interdictor-as-precision-navigation-tool scenarios.

 

Offline Turambar

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they almost never deployed Interdictor cruisers without a Star Destroyer escort. 

when they did, rogue squad killed one with coordinated torpedo salvos.

edit: they may have just caused it to withdraw.  My rogue squad books are packed up cause of (maybe) moving soon.

I know that when they did deploy an interdictor with a victory II escort, rogue squad took out the vic II
« Last Edit: July 22, 2008, 09:37:47 pm by Turambar »
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which is why they don't do taht anymore. XD
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Offline TopAce

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Wrong, your craft doesn't jump when some object is before it.

Only if something is just in front of you.

Anyway, I don't know of any way to circumvent this in FRED, but I'll experiment.
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I know this is an old thread, but I noticed no one mentioned nodes. In FS2, sometimes the ships had to be in range of the node (represented by the giant green sphere) to jump to subspace. Maybe you guys could implement that regarding jumping to hyperspace.

 

Offline Narvi

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How are you going to prevent collisions when things jump in? In FS, they come out of portals, so they're avoidable, but SW is 'go really fast then slow down' FTL. Are you going to script things so only clear vectors are allowed?

 

Offline chief1983

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I think the warp code itself can handle finding a clear vector, and then bigger ships will probably just need to be FREDed carefully too.
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Offline TopAce

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That's not a problem. You need one "escape" waypoint assigned to each capship that will jump out in the mission. These waypoints are scattered randomly very far away from each other. Capships will need some time to jump out as soon as they start following their respective "escape" waypoints, just to make sure that they won't collide if they are close to each other.

I've done that before for FS, and it works, though I admit we'll probably need more complex missions and some unexpected errors may occur.
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Offline Galemp

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Consistent effects like hyperspace jumps really need to be scripted or coded into the engine and not into individual missions; if it's going to be used for every ship in every mission it has to be something reliable.
Imagine the chaos if the game required an event to disable movement for each individual ship if their Engines subsystem was destroyed. You're basically doing the same thing here, writing an in-mission event for every ship's warp. There must be a better way to apply that globally.
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I noticed that when the player is in space, while playing Star Wars: Galexies, if they jump to another system, they go through the station, or whatever would block their way. That means, planets, stations, other ships, or asteroids. :/

Just thought I'd point that out. :P
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Offline aRaven

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that is because SWG is a piece of s**t

 

Offline chief1983

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Yeah you collide with planets etc in EVE Online too, it's just an MMO.  This isn't an MMO though, you shouldn't fly through stuff.
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Offline FUBAR-BDHR

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Jumping into something should be a possibility though.  Not for the player but for caps.  If a fighter is in the wrong place when a cap jumps too bad for that fighter.  Now caps running into each other is a problem.  Caps hitting debris can even be a problem.  Take the FS2 mission RI.  Once in awhile the Hecate will run into a chunk of the Orion when it jumps in.  So much of the Hecate. 
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Jumping into something should be a possibility though.  Not for the player but for caps.  If a fighter is in the wrong place when a cap jumps too bad for that fighter.  Now caps running into each other is a problem.  Caps hitting debris can even be a problem.  Take the FS2 mission RI.  Once in awhile the Hecate will run into a chunk of the Orion when it jumps in.  So much of the Hecate. 

lol true. XD I noticed many problems with SW: Galaxies as well, but I didn't know what LucasArts had in mind when they had ships jumping out. Although... the collision thing would be true, since Han Solo had the Millennium Falcon exit the asteroid field when he was being persued by Boba Fett, before jumping. :/

So... what ever makes you happy. :P Although perhaps a clear distance for the jump would be better instead of having it for every single collision. Because, if they have a cruiser 900,000 meters away (don't know why one would be that far out :/ ), it could pose as an obsticle for the jump. So, a certain distance would be better, perhaps. My opinion.
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Offline TopAce

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...Because, if they have a cruiser 900,000 meters away (don't know why one would be that far out :/ ), it could pose as an obsticle for the jump.

If it's that far away, the threat it poses is nonexistent. It would require a very weird and unusual set of coincidences.

I think planets are more problematic.
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:/ true. XD just saying, it could be a distance requirement. =3
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Offline FUBAR-BDHR

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It's like the odds of successfully navigating an asteroid filed thing.  It's a bad idea but even Han wasn't crazy enough to attempt a jump in one. 
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Offline brandx0

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Also remember though at this point, the Millennium Falcon's hyperdrive wasn't working.  Just food for thought.
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In the current state of affairs, your view will change to external in the moment your ship begins to jump out - like in FS. So if it remains that way, we won't have to deal will the stretching effect that you see when the Falcon escapes Tatooine in ANH. Of course it would be great to see a similar effect in FotG - we have the subspace.pof anyway at our service; some modifications and tricks might make a decent impression of a hyperspace jump -, but I'd advise caution against being overambitious.
It would be cool if you could get the camera to spin too, just like they did in the movies for most of the jumps. Most of the games switched to external camera when jumping out. The only thing they showed inside were the stars stretching, then the camera would switch. Only XWA didn't do this. You stayed in the cockpit the whole time.

Are there going to be different zones you can jump to in a mission like in XWA as well...if it's even possible to code in.
« Last Edit: January 10, 2009, 03:58:09 am by EtherShock »