Version v0.66.010 the gravity well - is not so well....

slow it goes....

As you might have noticed, with the newest patch, ships now travel through the gravity well before phase jumping to the next planet.

This has significantly slowed the game down, as it takes longer to get from point A to point C through point B.

I recall the Developers saying they wanted our feedback on this change...

SO , lets get some feedback!

Personally , I don't like it. It takes forever now for even your own ships to get anywhere. Maybe it can be made that if you are the planet/asteroid owner you can travel thought the gravity well at a faster speed? I dunno. But as it stands , I prefer it the old way...
10,105 views 49 replies
Reply #1 Top
We preferred the old way as well, which is why the first one shipped with it. However, this patch it was easy enough to let you try the requested method unlike some of the other requests of things we've tried before that didn't work.  There was another suggestion in another thread that we might experiment with. It basically meant you only had to go as far as 90 degrees. More ideas are welcome
Reply #2 Top
Much prefer it this way, as for most phase lane turns it actually makes it possible to hold a planet without a phase inhibitor.
Reply #3 Top

Much prefer it this way, as for most phase lane turns it actually makes it possible to hold a planet without a phase inhibitor.


Indeed, it atleast means you have a front line and the defenses you build there have time to do their stuff.

No more fleets just jumping through to your planets ignoring everything on the way..

Still, Im curious to see what other flavors IC thought of.
Reply #4 Top
I like this method better then the first one. But I think 90 degree one would likely be the best considering offensive and defensive demands.
Reply #5 Top
Indeed the current way it is set up is much better than the old way IMO. Very similar to X3 reunion where you have to travel from 1 gate to another in the system before you can jump to the next.

Is it possible to do both ways at the same time (selectable option)? or mod back in the old way for those that want it?
Reply #6 Top
I'm favor of this method, as it prevents the rapid bypassing of defensive planets. What I used to do was jump in a fleet, send 2 caps to kill the inhibitor and the fleet can keep jumping, totally ignoring all the defences around that world. That's no longer possible, which makes for more interesting battles. However, I find that it does slow down gameplay a bit.

Perhaps this could be solved by having ship "group up" faster to jump, when ordered to groupjump.
Reply #7 Top
There was another suggestion in another thread that we might experiment with. It basically meant you only had to go as far as 90 degrees.



Some people seem to like it the way it is, I dunno...

Can you or someone else explain this 90 degree method more?


Very similar to X3 reunion where you have to travel from 1 gate to another in the system before you can jump to the next.


Also in regards to this , I'd be ok with it, if there WERE gates, but the ships have phase jumping engines, they should be more free and unrestricted.



Reply #8 Top
I prefer the current method, it removes the last of the "wack a mole" issues of the previous style.
it also means that even if my enemy gets by one of my fleets, I'll still have done damage rather than have them bypass without a scratch.
Reply #9 Top
I also like it better for reasons that many others have already stated. One thing though: This may be the 90 degree thing that Blair mentioned but the ships shouldn't have to move to the phase lane to jump. They should be able to jump from any point on the half-sphere facing the destination gravity well.
Reply #10 Top
This may be the 90 degree thing that Blair mentioned but the ships shouldn't have to move to the phase lane to jump. They should be able to jump from any point on the half-sphere facing the destination gravity well.


That's exactly what +/-90 degrees from the lane end means.
Reply #11 Top
Ooooh I got it now, hmmm 90 degree method sounds good, will IC let us have a crack at it next patch?
Reply #12 Top
I just came back from a break and found the new patch. I too like the new method more than the previous one, but the +/-90 degrees method sounds interesting.
Reply #13 Top
Same here i prefer the new method in this new patch .
Reply #14 Top
90 degreed or quarter circle right? Guess that means everyone will be placing defenses at the peripheral and center of the circle. So when enemy ships on the west want to go east, in their first jump in they'll encounter defenses on the west side of the circle than defenses at the center before jumping to the next planet?
Or they could move around the circle and avoid defenses in the center.

This might be a good compromise.

I would like to suggest something to be done with the defensive turrent. They don't seem to have a impact or significant tactical addvantage. Or is it just me...that when I jump in with a big fleet seeing two turrents doesn't really scare me or make me feel as if a particular unit will be vulnerable to turrent fire. Their firing rate is slow...seems like their just there for the picture.
Reply #15 Top
I think the current approach is better than the first.
The 90 degree method might be even better.
Reply #16 Top
The 90 degree method is only logical. The whole objection to the old system was because it seemed dumb and counterintuitive for ships to jump through a grav well. By being within 90 degrees of the lane exit you won't have to jump through the grav well to reach the destination.
Reply #17 Top
I prefer the new phase lane jump position system by far. Earlier version jumping through gravity wells was simply cheesy considering how they were supposed to prevent phase jumping altogether. Not to mention, chasing single enemy ships back and forth during the early game (prior to warp inhibitors) wasn't much fun.

With the new method of having to travel to the phase lane in order to jump, enemy fleets can have some damage inflicted to them. Even if they get by you, be it by tactics or sheer numbers, then at least they will have deserved to get by my strong point...especially if I was simply too cheap to build a Phase Space Inhibitor (bty, inhibitor's should be balanced by either range or antimatter usage).

It seems that Lordkosc doesn't like how the game is slowed by the new phase lane system, but every single other poster here actually prefer it. The game would also be further slowed if the gravity wells were increased in size (as well as planet and star models please), but I think most of us here would still want those changes.
Reply #18 Top
90 degree method sounds good and logical.
Reply #19 Top

90 degree method sounds good and logical.


*hug*
Reply #20 Top
I think that the +/- 90 should be reduced though, half of all phase lines would be within the range to jump almost instantly again. something far smaller seems in order, like +/- 45.
Reply #21 Top
45 is not reasonable given the physics involved in my opinion. If they will give us a choice, then 90 is the only way to go.
Reply #22 Top
Physics is subordinate to gameplay. I'd prefer +/-45.
Reply #23 Top
45 is not reasonable given the physics involved in my opinion

hardly, you can easily justify that a near-tangent pathway would sustain too much contact with too high of a gravitational field.
frankly, its more about the engineering.
Reply #24 Top

45 is not reasonable given the physics involved in my opinion

hardly, you can easily justify that a near-tangent pathway would sustain too much contact with too high of a gravitational field.
frankly, its more about the engineering.


If it's an issue of engineering than perhaps there could be techs increasing the angle from the pathway you can jump at. Start with 45+/- and improve it up to 90+/-? Would add a few more techs and might add another interesting tactical element. Different races might be better at it too.
Reply #25 Top

I prefer onwer/allies jump through field, enemies travel through field. However, I think there should be some research requirement for the onwer/allies jump through. Perhaps make it a to step research; first step gets you onwer jump through, second gets you ally jump through. Also, I'd prefer a orbital facility to enable the jump throughs and a capital ship passive upgrade that would allow a grouped fleet the jump through if the orbital facility is not present.

Nice, eh?