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Forum Index » » Developer Feedback » » Please set jumps back to the old distance.
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 Author Please set jumps back to the old distance.
Antra
Admiral
Agents

Joined: February 16, 2002
Posts: 657
From: Grand Rapids, Michigan
Posted: 2010-07-16 21:49   
Am I imagining things or was there another system before the first time this jump-based-on-speed thing came about? I mean it's cute that Starcommand thinks he's a vet -- I mean that in the least demeaning way possible -- but I don't recall this way of jumping.
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Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2010-07-16 21:52   
Quote:

On 2010-07-16 18:41, Bardiche wrote:
This is how we did it before you got spoiled with the new system of "always jump 200gu from target".

Welcome to hard mode.


+5
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2010-07-16 22:09   
Quote:

On 2010-07-16 20:12, MrSparkle wrote:
No, it crashes right into the planet it was headed toward. Most recent example was earlier today when I was building Boonie I and trying to order Interceptor Frigates to come DEFEND the planet, and they'd not just jump to it, they'd jump into it, like if a player set his jump point past the planet but a little too far past.




Well that's kinda.....pointless. Wasn't jumping changed to fix that?
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-07-16 22:34   
There was one just now where a Proboscis exited it's jump so close to Procyon 3 it's armor ring was touching the planet.
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GunRunner
Marshal

Joined: October 17, 2003
Posts: 72
Posted: 2010-07-16 22:46   
I think a standing still jump to a planet or a moon should be orbit distance. I do remember this in the ole days, but there are ways of coping. You can set jumping distance further, but ive noticed i come or short or too far. In most cases if you arnt indictored and you came out ahead of target you should be able to turn around do what you need to, attack or drop troops, and you already facing your exit.

[ This Message was edited by: GunRunner on 2010-07-16 22:48 ]
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Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2010-07-16 23:12   
The REAL oldschool jump system was this: You couldn't jump at any speed. Whenever you targeted a jump - autopilot would drop you to 0 speed, turn and align to your target, then jump. The only way to jump at speed was to E-Jump - and that had a proportional damage to your jump drive of your speed percentage (IE: If you were going at full speed, drive took 100% damage, if you were going at half speed, took 50% damage, etc). JD wouldn't work unless it was 100% operational, so you took a chance by EJumping, but anyone attempting to follow you would A) suffer the same damage & risk overshooting, or B) have to come to 0 speed, which gave you more getaway time.

I wouldn't mind going back to that Would make dreads just that much weaker vs smaller ships...
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GunRunner
Marshal

Joined: October 17, 2003
Posts: 72
Posted: 2010-07-16 23:45   
The current one is sufficient. A system where you have to be full stop or take damage to you jump drive from E jumping would just lead to short skimishes and luthies would get a huge advantage.
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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2010-07-17 02:03   
Quote:

On 2010-07-16 23:45, GunRunner wrote:
The current one is sufficient. A system where you have to be full stop or take damage to you jump drive from E jumping would just lead to short skimishes and luthies would get a huge advantage.




Jumpdrives already get hurt from ejumping, but its so miniscule that you wont ever notice it.
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| Dark Hiigaran |
Chief Marshal

Joined: July 07, 2007
Posts: 425
From: Slovenia (Europe)
Posted: 2010-07-17 02:53   
jump distance was changed ??
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ThePile
Vice Admiral
Deicide


Joined: June 27, 2010
Posts: 39
From: ThePile
Posted: 2010-07-17 04:25   
Quote:

On 2010-07-16 21:06, Sops wrote:
Quote:

On 2010-07-16 18:17, Starcommand of ICC *XO* wrote:
If you want to do a perfect point jump, you will need to be moving at 0 OR move your target point farther back so you do get that good jump. This is how it was back then, and we all learned it well. So for you nubs, learn this old system, we vets had to.



Constructive attitude.




-> Necessary <- attitude ;D
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ThePile
Vice Admiral
Deicide


Joined: June 27, 2010
Posts: 39
From: ThePile
Posted: 2010-07-17 07:42   
They should arrange a super big battle between UGTO/ICC, setup scenario for BIG BATTLE MODE - set a date - prepare the server for huge amounts of people joining and then have the two sides fight for the death.

Each side maybe should even have a functional SY at the beginning, to get things started quickly.

Why?

Well, I am thinking, it's a good idea to see if all these changes are making the ships' functions working as intended. Like, that you can use the dreads the way they're supposed to be used - or if the sum of all the small changes have made them too weak.

Just a suggestion for later, atleast it would be really fun.
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-07-17 08:44   
correct me, if im wrong

speed x 30 wasn't an issue in the past, because you could only jump if youre standing still ?
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-07-17 08:51   
No it aint getting "fixed".

See, once again, people were actually liking a part of the game, so in true ds style, it had to be nerfed.

And you thought the idea was to have fun I bet.....
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Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2010-07-17 08:53   
Quote:

On 2010-07-16 23:45, GunRunner wrote:
The current one is sufficient. A system where you have to be full stop or take damage to you jump drive from E jumping would just lead to short skimishes and luthies would get a huge advantage.




No it wouldn't. Mainly because it didn't, way back then.

Primary difference was that e-jumping became a much more traumatic event and much harder to pull off. It took planning to be able to pull out of a fight and jump out safely and your enemies would see you doing it and know what's up.

It's not bad, just different.
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-07-17 09:04   
Quote:

On 2010-07-17 08:51, Azreal wrote:
No it aint getting "fixed".

See, once again, people were actually liking a part of the game, so in true ds style, it had to be nerfed.

And you thought the idea was to have fun I bet.....




true true in true DS style 1 step forward, 10 backwards.
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