Author Topic: In-mission subspace jump  (Read 12272 times)

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Offline Mobius

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Re: In-mission subspace jump
Depends, really. IMHO if there's a cutscene showing the whole procedure, immersion may be compromised... otherwise, it may work fine. I'm not sure, because players have different tastes when it comes to immersion.
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Offline General Battuta

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Re: In-mission subspace jump
Rule of Cool > Rule of Perception > Canon accuracy in these things.

Only if it isn't an immersion breaker.
Staring at the swirly subspace tunnel too long for an intrasystem jump would do that, at least for me.

At least in BP we tried to time the jump duration based on 'Surrender, Belisarius'.

 

Offline Mobius

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Re: In-mission subspace jump
There are other ships, too. At the moment I remember the Alba, Epigoni and a few others.

I still think intrasystem jumps shouldn't last too long, or intersystem jumps would necessarily last hours to be plausible. (Unless it's assumed that ships travel faster in intersystem jumps.)
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Offline Scotty

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Re: In-mission subspace jump
I was always under the impression that intersystem WERE instantaneous, and intrasystem were slightly slower than that.

  

Offline General Battuta

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Re: In-mission subspace jump
I was always under the impression that intersystem WERE instantaneous, and intrasystem were slightly slower than that.

Well, I hate to break it to you, but there's a game called FreeSpace 1 with a final mission that kind of demolishes that theory.

 

Offline Mobius

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Re: In-mission subspace jump
Many messages in FS1 also suggested that ships arrived to the system beyond the node as soon as they jumped out, so it's kind of contradictory. We know, however, that the average intersystem jump is only a few minutes/hours long.
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Offline Scotty

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Re: In-mission subspace jump
Well, I was basing my theory on the final mission of FS2, which gave you messages saying that ships had reached another system only a few seconds after they jumped out.

 

Offline headdie

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Re: In-mission subspace jump
Well, I was basing my theory on the final mission of FS2, which gave you messages saying that ships had reached another system only a few seconds after they jumped out.

all that had happened there was you jumped the site of one node out of Capella which had just been collapsed to the system's only remaining exit, for the entirety of your assignment to the the 70th blue lions you are in Capella
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Offline General Battuta

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Re: In-mission subspace jump
Well, I was basing my theory on the final mission of FS2, which gave you messages saying that ships had reached another system only a few seconds after they jumped out.

They took a bypass, obviously.

 

Offline Droid803

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Re: In-mission subspace jump
The messages about that is probably command simply assuming that no subspace mishaps would happen (and no shivans followed them into the tunnel), therefore, once they get into the node, they've effectively reached the other system.
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Offline General Battuta

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Re: In-mission subspace jump
Actually Command probably just shut down the tolls so they could drive through. Normally subspace jumps between systems take a few minutes because you have to stop and pay. That's why the Lucifer took so long to reach Earth; it takes forever to find enough loose change on a ship that big.

 

Offline Hippo

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Re: In-mission subspace jump
Anyway, I don't think that's implied at all; it could be a different group of fighters.

A better example IMHO would be the Nemesis nanojumping in INFR1.

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Offline Goober5000

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Re: In-mission subspace jump
What about the Sathanas in Their Finest Hour?
This.  Yes.  This is an excellent example, because the context heavily favors that interpretation.  Plus, the jump is clearly over a significant intrasystem distance, rather than a few kilometers.

 

Offline Hippo

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Re: In-mission subspace jump
:D
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Offline CommanderDJ

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Re: In-mission subspace jump
Hey guys,
Sorry for bumping a relatively old thread (and diverting the topic slightly), but I need help. I've gotten the jump working, both for the player and the other ships, but as I'm using the never-warp SEXP to prevent the player from actually warping out during the mission, when the player presses Alt-J to initiate the in-mission jump, all the SEXPs fire and it all works, but there's that annoying text at the top of the screen saying "Cannot warp out at this time.", even though technically, the player has jumped.
I noticed that this is remedied if the player is set to have no subspace drive in the ships editor, but then, well, I can't have the player properly warp out once the mission's over. Is there a workaround?
Thanks.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Axem

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Re: In-mission subspace jump
If you use the force-warp sexp, it will make your ship enter subspace, even if it has no subspace drive. The only down side is that it cannot be cancelled by hitting escape, so just keep that in mind.

 

Offline Hippo

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Re: In-mission subspace jump
When you want the player to be allowed to jump, use the allow-warp sexp.
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Offline Axem

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Re: In-mission subspace jump
But the problem is that if he uses break-warp or never-warp he still gets a "Cannot warp out at this time" message. The only way to not get the message and not warp out if if you check No Subspace Drive. But If you go allow-warp later it won't work because you have no subspace drive!

However force-warp doesn't care and will warp you out anyway.

 

Offline CommanderDJ

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Re: In-mission subspace jump
Ah, advice from the man who created Vassago's Dirge, I'm honoured. :D
I actually used one of the VD missions as a reference when making the in-mission jump, so kudos to you!

I actually made a workaround (which fits better with the mission's plot anyway) where the in-mission jump is not triggered by a keypress, but another event. But thanks for the advice, I'll definitely be keeping that in mind next time I need an in-mission jump (which is likely to be soon).
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline NGTM-1R

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Re: In-mission subspace jump
Well, I hate to break it to you, but there's a game called FreeSpace 1 with a final mission that kind of demolishes that theory.

Subspace is both a dimensional and a non-relativistic weirdness. We have no idea what the traveler's perception of time has to do with an exterior-to-subspace perception of time.
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