Travel times - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Travel times (/showthread.php?tid=54689) Pages:
1
2
|
Travel times - kikatsu - 02-09-2011 Lately I have been reading some books from CJ Cherryh, mainly the Chanur Saga, and their idea of light speed travel got me thinking about things in Freelancer. Mainly how long it could take to travel places... basically in the books you were in hyperspace for days but it was months on the outside world...granted we have no place for that kind of relativity, but I was thinking about how long do ships actually spend in jump in freelancer...I know the animation is there just for the sake of loading the next area. In real time it is seconds, but it could be minutes or hours....just an interesting thought really, if ships jumped and had to stay in transit for several hours, it could also explain why jump holes are supposed to be so scary...or something. I ramble. Also has me thinking about capital ships and jump drives...they probably should have them lore wise, but unfortunately it was never touched on in SP...outside of the intro video when the colony ships used their jump drives...that is my main evidence as to why they exist. Travel times - Schatten Research Facility - 02-09-2011 Apparently instantaneous communication without regard for distance is possible in Freelancer (PMs). Using that as a basis, disco scientists have ascertained that the seemingly mere seconds of travel time between systems indeed takes seemingly mere seconds. According to lore, the Jump Gate tech was taken from Nomad tech, while the jump engines we saw in the intro were just old fashioned human ENGINEuity. It seems though that each jump hole / jump gate only ever leads to one destination - which means that you can't choose when exit the jump, you just do - so spending hours or days is not a viable option Travel times - munsan - 02-12-2011 I have very litle know how about jump hole/gate, I thought there might be a way to make jump hole scary like you said, is to make them randomly change destination, not sure if this can be done but once you enter a jump hole at the risk it might drop you off from californiain to say omicron alpha near planet malta...:lol: or just put some kind of deadly radiation around them.. that works too. capital ships with jump drive=teleportation devise...I think the admin would say:nono:about that...would be cool to see though...plus no more lane and jump gate to get stuck in... Travel times - Bobthemanofsteel - 02-12-2011 Jump gates/holes are instantaneous travel, essentially. You jump in, you jump out. They can only reach a certain distance, though. And at least within Disco lore, jumpholes and jumpgates can be redirected, the latter via us, the former via whatever creates them in the first place. Tradelanes are FTL travel. Nuff said. Note that this is inRP. The way they are implemented is completely retarded and you'll just get annoyed thinking about it. Travel times - lw'nafh - 02-12-2011 ' Wrote:Jump gates/holes are instantaneous travel, essentially.Unless of course we decided that Einstein was correct in his assumption about FTL, in that case as soon as you hop into a tradelane you go back in time (technically) Also, jumpholes/gates work on the principle of fold-space, I believe. (think of folding a piece of paper and sticking a pin through it). EDIT: which means it's not technically instantaneous, but it's quick enough that you wouldn't really care, given that explored Sirius is pretty small-scale considering. Travel times - Rommie - 02-12-2011 Well, there's nothing in SP to make you feel that passing through a jump gate takes a long time. Actually, in the first few missions, when you have to capture "Ashcroft"(the first one, not the one you go chasing after), Juni says that he's just been spotted in Colorado. Naturally, jumping through the gate can't take more than 10 minutes, otherwise you would of never caught him. And the technology on the Sleeper Ships must of been very energy hungry. Note that in both intros, they have very few weapons compared to their size.(ofc, most of that energy was used to keep the colonists alive in cryo) Travel times - dodike - 02-12-2011 ' Wrote:According to lore, the Jump Gate tech was taken from Nomad tech, while the jump engines we saw in the intro were just old fashioned human ENGINEuity.D'am Kvosh actually I would say that jumping is somewhat instant or takes mere seconds. Travel times - Akura - 02-12-2011 Jumpgates, Tradelanes and Cruise Engines are all supposedly based on what Liberty found within Valhalla One, the DK ark of knowledge meant for the Nomads. Thinking about this sort of stuff will make your head spin, I just assume it takes around 20mins to get from one side of the galaxy to another. Travel times - munsan - 02-12-2011 I blive the hole point of this disscusion is to bring some truth that would explain how things work, like the info card on jump hole said to be risky but in truth there is no risk at all, and bigger ship dont use lane much, plus never seen npc battleship use lane or gate and wouldnt risk jump holes too, unless am misstaken... plus its kinda feel we have been using same tech like for many years...sure there been new ship line coming in, but we still are depended on gats and lanes and holes...I know some people would love to see news on better travle through systems even if its just "agira" rumers on bars... Travel times - jxie93 - 02-12-2011 Trade lanes are not faster than light travel. Just because your HUD doesn't indicate your current speed doesn't mean you travel at the speed of light. The tunnel effects are purely aesthetic. Seriously, stop saying that. Jump holes and jump gates are merely portals, think of the warp theory from Star Trek. One folds and connects two points in space. |