Author Topic: Nano Jumping is Stupid  (Read 10274 times)

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Offline Kie99

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Nano Jumping is Stupid
What's Nano Jumping?

You know, when a ship is in a battle and then suddenly it jumps out and reappears near a weaker part of a ship.  For Example, in a (Made up by me) user-made campaign:
A Colossus is in a fight with a Sathanas, the Sathanas is at 75% hull and the Colossus is at 25% Hull, the Colossus jumps out and ends up behind the Sathanas, shoots a BFGreen at the LRed on the Sathanas's arse and then proceeds to toast the Sathanas.

Why is this Stupid?

Because if the Colossus did that then the Sathanas would just enter subspace and emerge facing the Colossus again.  The Colossus wouldn't be able to move behid the Sath because it would need to recharge its jump drives.

Nano Jumping almost always puts you at a disadvantage.

Almost?

Well I'll give another example, this time from Inferno.

The EASD Nemesis (A big nasty ÜberDestroyer) is alreaady in the area and then the GTCa Independence (A semi-Juggernaught) enters the battle area in a good position to destroy the Nemesis (Nasty ÜberDestroyer).  The Nemesis then jumps out and emerges on a weaker flank of the Indepence (Semi-Jugg) The player then has to destroy some beam cannons on the Nemesis.  The reason a nano-jump would be advantageous to the Nemesisis because the Independence has just arrived and has no energy left in its subspace drives so it can't just nano-jump into a better position.
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Offline Taristin

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Ok.

So don't use it, then.
Freelance Modeler | Amateur Artist

 

Offline Kie99

  • 211
I won't, I'm just trying to persuade others not to because it annoys me, looks stupid, and is unrealistic.
"You shot me in the bollocks, Tim"
"Like I said, no hard feelings"

 

Offline TopAce

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Where was this used in FS2?
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I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline pyro-manic

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Um, the entire game is shockingly unrealistic. And I can only recall two instances of tactical subspace jumps - the Nemesis/Independence encounter at the end of INF and in the Boomerang mini-campaign - so it's not as if it's prolific...
Any fool can pull a trigger...

 

Offline Jal-18

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Better question is: what credentials do you have to be ordering us not to do certain stuff?  Don't like it?  Fine, don't play it.  I don't think the mission designer will be terribly upset.  But you have no right to be telling everyone else what they can and can't do.

 

Offline karajorma

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Quote
Originally posted by kietotheworld
I won't, I'm just trying to persuade others not to because it annoys me, looks stupid, and is unrealistic.


In your opinion.

I personally don't use nano jumps because I didn't see any evidence that they were possible in FS1 or FS2 and I have no desire to add new ships to the game which are capable of doing it (Or saying that old ships have now been retro-fitted to do them).

However if someone wants to say that ships in their campaign can do it I'm certainly not going to argue. If a ship can perform a nano jump there are a large number of occassions where it would prove very useful. Especially against an enemy ship that has jumped in and therefore has uncharged subspace engines.

Quite frankly I don't see what the problem with nano jumps is.
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Offline Kie99

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Quote
Originally posted by Jal-18
Better question is: what credentials do you have to be ordering us not to do certain stuff?  Don't like it?  Fine, don't play it.  I don't think the mission designer will be terribly upset.  But you have no right to be telling everyone else what they can and can't do.


I'm not ordering you not to do anything, I'm just saying that its very unrealistica and offering some friendly advice.  I'm sorry if it came acroos in another way.
"You shot me in the bollocks, Tim"
"Like I said, no hard feelings"

 

Offline TopAce

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Quote
Originally posted by karajorma
In your opinion.

I personally don't use nano jumps because I didn't see any evidence that they were possible in FS1 or FS2 and I have no desire to add new ships to the game which are capable of doing it (Or saying that old ships have now been retro-fitted to do them).

However if someone wants to say that ships in their campaign can do it I'm certainly not going to argue. If a ship can perform a nano jump there are a large number of occassions where it would prove very useful. Especially against an enemy ship that has jumped in and therefore has uncharged subspace engines.

Quite frankly I don't see what the problem with nano jumps is.


Not to talk about that the nano jumping ship and the newly arriving ship MUST have the same values everywhere(hull, subsystem strengths, cargo, etc.)
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I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Carl

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Quote
Originally posted by kietotheworld
unrealistica


now don't tell me that doesn't sound like a modern art movement from the 1970s.
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Offline Taristin

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What's the point of this thread? :wtf:
Freelance Modeler | Amateur Artist

 

Offline TopAce

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Telling negative opinion to people about nanojumps. It's almost like a feedback thread.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline aldo_14

  • Gunnery Control
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nanojump is, IMO a bit of a pandora's box, because it can be abused horribly to have ludicrous and annoying situations.

But, it's also got use as a plot device - in particular, if you need to negate the effects of powerful node blockades.
« Last Edit: February 13, 2005, 01:12:26 pm by 181 »

 

Offline Nuclear1

  • 211
Are we talking about jumping in and, after only a matter of seconds of being in a certain mission, jumping right back out?

I'll reference both Derelict's Auriga-smash-through mission and the Iceni jumping in under the Colossus in the main FS2 campaign if so.
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Offline pyro-manic

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No. Tactical jumps, like a ship that is being attacked jumps out, and reappears behind the ship that was attacking it. So short-range, real-time jumps where a ship jumps from one place to another in-mission.
Any fool can pull a trigger...

 

Offline Mongoose

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I always wondered how the Iceni managed that insta-jump.  Was it some inherent property of that ship, like quickly-recharging jump drives, or did the crew just divert a massive surge of power to jump engines in a desperate attempt to make the fast escape?

 

Offline Nuclear1

  • 211
Ah. Yes, that it stupid, but I agree with everyone else in this thread as well.
Spoon - I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
Axem -  I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
Axem - Sorry to post again when I said I was leaving for good, but something was nagging me. I don't want to say it in a way that shames the campaign but I think we can all agree it is actually.. incomplete. It is missing... Voice Acting.
Quanto - I for one would love to lend my beautiful singing voice into this wholesome project.
Nuclear1 - I want a duet.
AndrewofDoom - Make it a trio!

 

Offline aldo_14

  • Gunnery Control
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Quote
Originally posted by Mongoose
I always wondered how the Iceni managed that insta-jump.  Was it some inherent property of that ship, like quickly-recharging jump drives, or did the crew just divert a massive surge of power to jump engines in a desperate attempt to make the fast escape?


I wouldn't be surprised if the Iceni was purpose-built to be a blockade runner, myself.  Given it's purpose, and it's small size (for a command ship for an entire rebellion), it'd make a fair bit of sense if it was designed to run rather than fight.

 

Offline pyro-manic

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Depends where it jumped from. Perhaps it was only a very short distance from where it started to the portal, so it didn't use much power? So it would still have reserves left. Or perhaps it did just put all power to engines, instead of weapons (I'd imagine the power normally used for beams would be quite substantial). And it wasn't really an "insta-jump"...
Any fool can pull a trigger...

 

Offline IceFire

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You won't see any tactical jumps in BWO.  Nothing in a small distance anyways.  I always figured the subspace drives that power this sort of thing aren't 100% accurate and that accuracy varries inversely in proportion to distance.  So its easier to make a good jump over a longer distance within the gravity well of a star than to make a short jump which will be highly erratic.
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