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Patch When? #6- Dev Diary - Jump Drives

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Patch When? #6- Dev Diary - Jump Drives
Offline Kauket
09-20-2023, 04:22 PM,
#31
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How much more expensive is jumping going to be then?
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Offline Aingar
09-20-2023, 04:30 PM,
#32
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(09-20-2023, 04:22 PM)Kauket Wrote: How much more expensive is jumping going to be then?

With the numbers we have on dev version right now, 20mln current money for 3-5 range jump.
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Offline Chronicron
09-20-2023, 04:33 PM,
#33
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That is... Twice as much as we have on live. Any particular reasoning behind this? Because the original price of jumps was upped due to jump trading. With jump trading gone, what's the point of having expensive jumps?

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Offline Aingar
09-20-2023, 04:34 PM,
#34
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(09-20-2023, 04:33 PM)Chronicron Wrote: That is... Twice as much as we have on live. Any particular reasoning behind this? Because the original price of jumps was upped due to jump trading. With jump trading gone, what's the point of having expensive jumps?

With the increased convienience of the Jump Drives, we don't want it to become everyone's default mode of transportation. Not enough to be prohibitive, but not low enough to make people use it near-exclusively to move around.
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Offline Sally
09-20-2023, 04:39 PM,
#35
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(09-20-2023, 04:18 PM)Aingar Wrote:
(09-20-2023, 03:48 PM)Sally Wrote: What happens if a Plover with a full load of cargo docks into a Bustard with a docking module, and then the Bustard tries to jump through the spawned hole?

Congratulations, you've moved 900 cargo over 5 systems, using 7 players (bustard, 5x plover, beacon ship) while burning a big chunk of money for jump batteries.
If you're lucky you'll pay off the fuel costs. Not a real concern.

For comparison, right now Bustard can move infinite distance with 1800 cargo capacity, alone, which sounds 14 times more efficient, and I don't see people doing it.

Cool, I'll see what can be done once the economy patch drops.

On a serious note, yeah, this seems like it's indeed the end for jumptrading/smuggling, I doubt it'll be even necessary if the economy routes are actually good, and we had enugh fun already with the broken Kidnapped VIPs, that was a nice good-bye to these kind of shenanigans.

By the way, I noticed the jumphole spawned has both ends, can a ship jump back and forth or the exit hole is just for aesthetics?

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Offline Aingar
09-20-2023, 04:42 PM,
#36
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Just aesthetics/technical reasons, Jump Holes/Gates don't actually link to a point in space, but to another Jump Hole/Gate type object, so I need to spawn an anchor on the other end anyway.

The 'Exit' hole is not dockable, JDs continue to be a one-way transit system. We might give them a distinct look at a later date, sadly we don't have enough Nyxes and Titans to get all the effects we'd want.
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Offline Chronicron
09-20-2023, 04:47 PM,
#37
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All other notions aside, I'd like to commend the effort of those who worked on the visual effects for this. The jumping sequence looks sick.

Also reminds me a lot of how the Warp Drives in Starlancer functioned. And for us to have our Jump Drives function the same way makes more sense. Not to mention that it just looks better and more unique.

[Image: uXIwfFB.png]
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Offline Lusitano
09-20-2023, 05:02 PM,
#38
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snubs docked on one carrier count to the limit of ships that can jump or just the carrier as one?
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Offline Aingar
09-20-2023, 05:05 PM,
#39
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(09-20-2023, 05:02 PM)Lusitano Wrote: snubs docked on one carrier count to the limit of ships that can jump or just the carrier as one?

Just the carrier as one, so you can bring more ships through if you use docking modules.
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Offline Kherty
09-20-2023, 05:41 PM, (This post was last modified: 09-20-2023, 05:41 PM by Kherty.)
#40
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I am still not totally sold on it all. A lot of work, a lot of changes, for sure, but it's maybe too much and I'm afraid it'll end up needing a lot of further patches. This is not criticism. I am just not sure about how everything will work as intended, be balanced, etc.

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