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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Jump-Drive

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Jump-Drive
Offline Linkus
11-09-2009, 07:02 PM,
#11
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Posts: 4,027
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Joined: Mar 2008

The point where you pop out in the system can be specified by the one jumping too.





Facilitating the rise of robotics since 0 A.D.
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Offline Leo
11-09-2009, 07:38 PM,
#12
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Posts: 2,855
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Joined: Dec 2007

' Wrote:The point where you pop out in the system can be specified by the one jumping too.

Do you mean by the item you have in your bay? I'm not sure that's possible, but I'll take a look into it. As for the items in the bay that are used for jumping, I had it set to a certain amount in the bay that would allow you to jump further. I.E. if you had two crystals, you could only jump one system. However, I never managed to get far enough with the development of the engine to actually use the crystals in the bay of the ship. I'm thinking it will need to be something equipped on the ship itself. Kind of like an armor upgrade like we have now.

~Leo

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.

Starlight Research Consortium | The Banished Legion | Astral
[OOC]Junker Gameplay Loop Suggestion | [OOC]Boneyard Mining Suggestion
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Offline Irra
11-09-2009, 07:51 PM,
#13
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Posts: 1,329
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Joined: May 2008

In system spawn place should be totally random as long as its in normal plane in side of terrain, but on closest rounds it should be more safe ( not spawning you in planet, sun or something like that).

You should be able to specify system where are you jumping to, /jump Eta ... it will do jump if its close enough for it ( less then 4-5 systems or what ever you decide) with damage and spawn danger for being further away.

this is cool signature
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Offline Donutman
11-10-2009, 03:26 AM,
#14
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Posts: 835
Threads: 21
Joined: Jun 2008

If it works, this needs an awesome effect in space.

But year, some kinda crystal thing to power the Drive, so when you jump it uses them up. They should buy on Shipyards for a heck of a lot of credits, so Its basically a one way trip, you come back the normal way.


T-Minus 63

' Wrote:This thread is so stupid that a bird sitting on a nearby tree just EXPLODED.
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Offline Not Espi
11-10-2009, 03:31 AM,
#15
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Posts: 3,830
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Joined: Sep 2009

interesting .. how would you designate the target system?
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Offline Friday
11-10-2009, 06:54 AM,
#16
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Posts: 1,897
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Joined: Aug 2007

The time between jumps doesnt need to be hours.

It just needs to be one minute longer than the time it would take to fly in cruise from one end of the largest system to the other end (like Newcastle).

That would guarantee it would never be used for trading.

If this concept were combined with dockable carriers - it would a recipe for AWESOME.

[Image: GMG_banner.png]

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Offline Bear
11-10-2009, 08:05 AM,
#17
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Joined: Nov 2008

Weren't they developing an Agiera ship that was going to do this?

 
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Offline Donutman
11-11-2009, 01:42 AM,
#18
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Posts: 835
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Joined: Jun 2008

' Wrote:interesting .. how would you designate the target system?


I assume a server command.

Ex, to jump to Leeds, you type:


/jump Leeds

T-Minus 62

' Wrote:This thread is so stupid that a bird sitting on a nearby tree just EXPLODED.
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Offline Boss
11-11-2009, 02:41 AM,
#19
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Posts: 5,125
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' Wrote:Weren't they developing an Agiera ship that was going to do this?

Oh yes, because "they" is so descriptive.

Project's somewhat on hold, pending sobriety from Andy.

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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Offline Tovig
11-11-2009, 03:56 AM,
#20
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Posts: 874
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Joined: Mar 2009

Interesting only if the /dock on big ships was created. Otherwise...
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