11-09-2009, 05:14 PM
http://discoverygc.com/forums/index.php?showtopic=22441
This post was posted a while back detailing the possibility of a jump-drive in freelancer by Linkus. I'm revisiting the idea here on the boards because of the innovative thinking that's been going on with the "power down feature" and other thoughts and ideas floating around.
I believe that the best possible feature for this, in my personal opinion, is to drain shields, power core, and lock weapons from being used at all just before the jump. The only ships that should be able to use a jump-drive are ships Cruiser and up. Reason being for the usage in the larger ships only is because the size of a jump-drive is massive and uses a LOT of power to spin its systems up.
I created my own personal Jump-drive before a lot of mods looked into it when I was developing my own mod back in the day (During the Excelcia era of RP Servers). I had managed to create a jump-drive of sorts that functioned off "crystals". Depending on the number of crystals in the ship at the time, the ship would jump further. But, the further the ship jumped, the higher possibility of the ship taking extreme damage on the other side, jumping into a sun or planet, or just plain exploding for no reason because of the stresses of subspace on the ship. The idea was to make it a last resort option to escape an attack by someone by jumping several systems over, or to just jump a system over to protect their assets. The highest system length that I set it to was five systems away only, how it was measured was by the system grid on the universal Sirius map. For example. If you wanted to Jump to Bretonia from California, you would have to go to Manchester or one of the outlying systems. Because the space in-between, where the was no system, still counted as one.
After lots of testing by my part, crashing, and all sorts of things, I managed to get it working in a, pardon my expression, half-assed way. When jumping more than four systems away, the ship almost always jumped into a sun, exploded, or lost all it's weapons and took almost all of it's hull strength away. Basically the option was there if you wanted to jump, but the risks outweighed the possibility of you being able to survive the jump. But avail, this was ages ago and the mod I had is now lost due to HDD failure a couple of years ago. It would take me forever to replicate the code and redo it all as I had before...that and I'm rusty with code.:P
Thoughts?
~Leo
This post was posted a while back detailing the possibility of a jump-drive in freelancer by Linkus. I'm revisiting the idea here on the boards because of the innovative thinking that's been going on with the "power down feature" and other thoughts and ideas floating around.
I believe that the best possible feature for this, in my personal opinion, is to drain shields, power core, and lock weapons from being used at all just before the jump. The only ships that should be able to use a jump-drive are ships Cruiser and up. Reason being for the usage in the larger ships only is because the size of a jump-drive is massive and uses a LOT of power to spin its systems up.
I created my own personal Jump-drive before a lot of mods looked into it when I was developing my own mod back in the day (During the Excelcia era of RP Servers). I had managed to create a jump-drive of sorts that functioned off "crystals". Depending on the number of crystals in the ship at the time, the ship would jump further. But, the further the ship jumped, the higher possibility of the ship taking extreme damage on the other side, jumping into a sun or planet, or just plain exploding for no reason because of the stresses of subspace on the ship. The idea was to make it a last resort option to escape an attack by someone by jumping several systems over, or to just jump a system over to protect their assets. The highest system length that I set it to was five systems away only, how it was measured was by the system grid on the universal Sirius map. For example. If you wanted to Jump to Bretonia from California, you would have to go to Manchester or one of the outlying systems. Because the space in-between, where the was no system, still counted as one.
After lots of testing by my part, crashing, and all sorts of things, I managed to get it working in a, pardon my expression, half-assed way. When jumping more than four systems away, the ship almost always jumped into a sun, exploded, or lost all it's weapons and took almost all of it's hull strength away. Basically the option was there if you wanted to jump, but the risks outweighed the possibility of you being able to survive the jump. But avail, this was ages ago and the mod I had is now lost due to HDD failure a couple of years ago. It would take me forever to replicate the code and redo it all as I had before...that and I'm rusty with code.:P
Thoughts?
~Leo