Author Topic: Subspace  (Read 6089 times)

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Offline Redfang

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Quote
Originally posted by EdrickV
When a player jumps out, their ship is made invulnerable I believe.

 
I have yet to notice that. Though it might be possible - I don't jump out too often when there are enemies left.

 

Offline EdrickV

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Quote
Originally posted by Redfang

 
I have yet to notice that. Though it might be possible - I don't jump out too often when there are enemies left.


I don't either. I noticed code in ShipHit.cpp that states when the player's ship is in warpout stage 2 and above not to damage them.
Code: [Select]
// Don't damage player ship in the process of warping out.
if ( Player->control_mode >= PCM_WARPOUT_STAGE2 ) {
if ( ship_obj == Player_obj ){
return;
}
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Offline Redfang

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Remove! Remove! :D

 

Offline EdrickV

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Stage 2 BTW is when your ship is moving towards the warp at 40 km/s and when you're watching from outside I think.
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Quote
Originally posted by EdrickV
When a player jumps out, their ship is made invulnerable I believe.  


Its not invulnerable untill you are taken out of the cockpit view and into the little animation of the warp rift forming.  Just like  karajorma said, ive been killed loads of times between pressing Alt J and departing the mission. Its a pest.

pete

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Offline EdrickV

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Quote
Originally posted by beatspete


Its not invulnerable untill you are taken out of the cockpit view and into the little animation of the warp rift forming.


You didn't read my later post did you? :) And I've never been killed while trying to warpout. But then, I don't normally warpout till the enemy is dead or none are currently attacking me and I'm told to leave.
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Quote
Originally posted by EdrickV
You didn't read my later post did you? :) And I've never been killed while trying to warpout. But then, I don't normally warpout till the enemy is dead or none are currently attacking me and I'm told to leave.


Except in the covert FS mission, where you try to inspect the Lucifer's fighterbay.  You're spotted and have something like 8 Dragon fighters on your tail while you first wait for your jump drive to repair and then try to jump out.

That's scary, especially since that mission is long and frustrating.


As for jumping out being dangerous with a damaged hull, it clearly isn't for small ships.  The player ship can make a jump safely as long as they are still alive (and not being shot at).
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NotDefault

 

Offline karajorma

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Quote
Originally posted by NotDefault
As for jumping out being dangerous with a damaged hull, it clearly isn't for small ships.  The player ship can make a jump safely as long as they are still alive (and not being shot at).


That was definately a game play thing. If they had said "You`ve only got 5% hull so your ship blew up in subspace You`ll have to repeat the mission." they'd soon be looking for new people to play their game.
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Quote
Originally posted by karajorma
That was definately a game play thing. If they had said "You`ve only got 5% hull so your ship blew up in subspace You`ll have to repeat the mission." they'd soon be looking for new people to play their game.


True.  Then again, most of the subspace oddities we're talking about in this thread were also put in for gameplay purposes.  Still, to effectively suspend disbelief, we must come up with explanations for these things.  I must anyhow, I don't know about you. :)

Probably small ships are just quite weak underneath their hull.  They're small and probably built in a sturdy manner, but even so, once their hulls are breached, they die very, very quickly.  Capital ships can have their hull breached (heck, beams can go straight through it) and keep going, but that may hurt them when they try to jump out.
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NotDefault

 

Offline Hippo

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Quote
Originally posted by NotDefault
karajorma, I didn't explain myself clearly.  Although your post was informative, what I meant by my question is why the GTVA would ask you to intercept something heading to a jump node.  It's always a situation like this:

C.................................................N

C=capital ship
N=jump node

What I couldn't understand is why the situation wasn't like this:

C.N

After all, they know the coordinates of the jump node, so why couldn't they jump to a point adjacent to it?


If a ship arrives at the distance that it can recharge its drives as it reaches a node, it can jump immediately at the node, and you can ward off attacks easier if you are moving, cause you spend more time re orienting yourself if you arrive close, and start manuvering, the alternative is to stay still and get shot... :rolleyes:
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Offline Hippo

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Quote
Originally posted by beatspete


Its not invulnerable untill you are taken out of the cockpit view and into the little animation of the warp rift forming.  Just like  karajorma said, ive been killed loads of times between pressing Alt J and departing the mission. Its a pest.

pete


I said it on the :v:BB, that if you have afterburner on a joystick button, hold it down and press Alt-J, then release as you afterburner away into subspace(after slowing down) (it works, try it) :)
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Quote
quote:
--------------------------------------------------------------------------------
Stupid  thing... you have to manually prevent a ship from entering subspace if its disabled.
--------------------------------------------------------------------------------



Eh.





LOL    :)



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Quote
Originally posted by SlipStream
LOL    :)


I used "Eh." as in "That's stupid.", not "Eh?" as in "What are you talking about?", just so you're clear. :)
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NotDefault

 

Offline Mad Bomber

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Re: Re: Re: Re: Re: Subspace
Quote
Originally posted by NotDefault
I'm not sure I'm totally satisfied with the reasons why capital ships don't jump to escape, but it'll do.  I loved the FS2 mission where the Ravage (er, whatever the thing is, a NTF destroyer I think) rams the Colossus.  That mission added so much to the gameworld when the Colossus (or maybe terran command, I forget) said told the Ravage that the Polaris jump node was blockaded so there was no escape.  That was a high point of FS2 for me.


Yeah, I loved that too. It's the NTD Repulse, btw; the Ravage was a cruiser in FS1.

I don't think ships usually jump in close to a node, for 2 reasons:

1) If they jump in too close, they could ram another ship that's exiting or entering the node, causing a very bad PR situation and probably quite a bit of damage. For instance, in FS1's Tenderizer, the Galatea had to wait until the area was clear.

A ship exiting subspace in the node into another ship, while the ship was sitting there recharging its drives, would cause some very weird things to happen. Metal merging into metal. Bone merging with plasma. Someone walking into their quarters to find some random ship's turret barrel staring at them, and half their quarters gone. Etc etc all sorts of weird stuff. So it's unsafe to wait in a node, unless you're sure that there's no traffic going through it.

2) As illustrated on numerous occasions, ships have to recharge their subspace drives. Sitting in a node waiting for the drives to recharge is just inviting bombers to swarm you, which is exactly what happened to the Galatea in Tenderizer.

If you come in from a distance, though, there's some time between when enemies exit the node and when they get within firing range of your ship. Even in safe areas, it's good practice.

Also, keeping one's ship moving is very useful for tactical reasons. A moving target is harder to hit than a stationary one, and harder to ambush.


That's why ships don't jump in that close to nodes, usually. There might also be something about nearby subspace jumps messing up a node, but we'd have to ask :V: about that.
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Offline IceFire

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The second Knossos portal did mess up the Psamtik's jump.  By about 8000 meters.  So thats entirely possible.
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