Little things to tweak phasespace

phasespace right now seems just a tad simple and boring, so I've created a forum of ideas for making it much more cinematic, "cooler" and maybe a bit more fun. I have a couple of comments:

1) make a slight variation in between the coordinated jumps of a group jump (like in starwars, where the jumps are closely grouped, but not simultaneous). this makes jumps more cinematic, and entrances much cooler
2) something needs to be done about cap ships being able to hyperspace away in a blink when they're so close to dead. my own suggestion being that ships in hyperspace take attrition damage if they dont have a functional shield up. yes you should be able to retreat, but not when your 5000 health cap ship is in sub-200 health ranges.
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Reply #1 Top
or that 4 HP cap ship w/ 0 shields that managed to get away from my fighters...
Reply #2 Top
maybe loss of critical systems. FTL's offline warning, Life Support Failing warnings,things like that when ur ship is getting a pounding. but obviously there would have to be sum sort of an option to combat this problem. "emergency repairs" - depending on the level of the cap ship, and if u researched the "veteran crew" option thing thats already available.
Reply #3 Top

1) make a slight variation in between the coordinated jumps of a group jump (like in starwars, where the jumps are closely grouped, but not simultaneous). this makes jumps more cinematic, and entrances much cooler


I agree, that would look cool. We'll look into the gameplay and technical feasibility.   
Reply #4 Top
I'm sorry, but a ship jumping out when its taking heavy damage is just the enemy ship being smart. Sure, it sucks have a ship jump away with just 1 or 2 HP left (and I've had that happen to me...), but you can do it to the enemy, too. And if it REALLY upsets you, just have your vessels follow it to the other end of the jump point
Reply #5 Top
I agree, that would look cool. We'll look into the gameplay and technical feasibility.


I think that it would be more than feasible gameplay-wise, set the arcovas to jump first and then your main fighting ships and then your carriers. It doesnt make sense for your defenseless ships to arrive at the exact same time as your fighting ships, nor does it make any sense for your heavy hitters to arrive at the same time as your fodder.
Reply #6 Top

I'm sorry, but a ship jumping out when its taking heavy damage is just the enemy ship being smart. Sure, it sucks have a ship jump away with just 1 or 2 HP left (and I've had that happen to me...), but you can do it to the enemy, too. And if it REALLY upsets you, just have your vessels follow it to the other end of the jump point


Agreed -- and I actually love the fact that you have these big/important ships bugging out, and you need to make the call -- do I chase them, possibly into enemy reinforcements, or be happy with the damage done? The chase is a blast, imo.
Reply #7 Top
There is a (limited) amount of use to that, eet. While I agree that having the carriers jump in later could be of use, fact is I generally prefer to have my ships jump in all at once. Practically, I want my fighters / LRM vessels pounding defenses before I move my ships in, which negates a huge advantage of having your heavier ships in first (having them move further in system before the enemy engages, extending the "reach" of your short-ranged heavy hitters).
Reply #8 Top
Yeah, I wouldn't likely ever use the 'different ships arrive at different times' function.

If you want your carriers to arrive later, all you have to do is make a seperate carrier group and send it a minute after the first group of ships jumps to phase space.
Reply #9 Top
my take on this is quite simple. if you are taking a huge fleet to destroy a plant, why would you want to have staggering enterances??? Everything should be able to leave and arrive at the same time even if it is at the pace of the slowest ship ala Rebellion.
Reply #10 Top
I think what the OP is asking for is more of a visual effect. The ships wouldn't arrive more than a couple seconds apart. Just think of how it's done in star wars, where a few ships appear, then some more, then *wham*, the star destroyer appears.
Reply #11 Top
I think that it would be more than feasible gameplay-wise, set the arcovas to jump first and then your main fighting ships and then your carriers. It doesnt make sense for your defenseless ships to arrive at the exact same time as your fighting ships, nor does it make any sense for your heavy hitters to arrive at the same time as your fodder.

not quite what I was talking about, but this makes sense to


what I mean is that the ships dont all jump like they are one single ship, at the same exact time. there should be variation according to different jump capacities, different timing etc.
I think what the OP is asking for is more of a visual effect. The ships wouldn't arrive more than a couple seconds apart. Just think of how it's done in star wars, where a few ships appear, then some more, then *wham*, the star destroyer appears.

precisely.
Reply #13 Top

I like the idea of having them arrive slightly staggered - but just for visual purposes so it wouldn't mean your early ships get nuked.

Reply #14 Top
I don't mind visuals, but the difference should be minimal so as not to give the defense an even bigger advantage. I don't want my fleet picked off piecemeal.
Reply #15 Top
yeah, we're talking in the .2, .3 second range. we want a star wars or battlestar galactica type thing, not ships dropping out of hyperspace over the length of half a minute.
Reply #16 Top
I like it. We did that in our trailer
Reply #17 Top

I like it. We did that in our trailer


... Trailer?

Released it yet?
Reply #18 Top
Haha, man the trailer has been around for ages.
Reply #19 Top

Haha, man the trailer has been around for ages.


Well, it isn't in the "downloads" section!

Edit:

And googling it just got me a pop up from driver cleaner about adult entertainment sites, and an instant re-direct to their webpage.

Grrrrrr.