As I said, placing limitations on jump destinations doesn't solve the problem. Either the limitations are too weak and the jumpdrive remains overpowered, or they are too effective in which case the jumpdrive serves no purpose. The scenario you describe pretty much falls into the overlap between these two, where it is overpowered in some situations and yet pointless for some of the key scenarios where it might actually be useful.Falcrack wrote:But, what about this. Instead of eliminating the jumpdrive altogether, why not make far fewer jumpgates? You could use a jumpdrive to jump to a limited number of available gates, but due to their scarcity, you would have to also use other means to get around (transorbital accelerators, highways, and boosting). Jump gates, because they are scare, could be heavily defended points to prevent invading forces from entering a system, but once in a system, the scale of a huge universe could still be maintained by these slower transportation methods?
Um, no. Being able to jump large ships into the middle of enemy territory is far more damaging to tactical gameplay than being able to jump small ones would be, not to mention that those large ships could carry smaller ships making the whole restriction pointless.Falcrack wrote:Also, limiting jumpdrives to only very large ships would help to reduce player dependence on the jumpdrive mechanic.
You personally may use it for that purpose, but it is also widely used as a means to speed up travel. If you cannot see the correlation despite the detailed explanation then I'm afraid I can't help you any further.Graaf wrote:SETA speeds up the entire game mostly for people to use to complete a task in less realtime. But not in less gametime. I don't know why it is brought up at all. It has nothing to do with the Jumpdrive.
1) No, previous games didn't have much of that, and the jumpdrive was one of the reasons it wasn't a practical option. Again, if my explanation of why this is relevant isn't sufficient for you then I'm afraid I can't help you.Graaf wrote:1.) The tactical, territory-controlling element? AFAIK, there is only 1 piece of territory we can control in either TC or AP, unless we use mods. And I don't think we ever needed to be tactical about that. TBH I don't really know what it has to do with the Jumpdrive.
2.) As said in an earlier reply, what is the point in teleporting just the player to the "action" if he can't take his personal ship with him? Rebirth was designed so you could only be one ship and have no choice about which one it is. But now that we do get the choice which ship we want to be, we can't take it with us when we most need it?
3.) While you don't want to put a range limitation on the Jumpdrive, you do want to put one on the Teleporter from the start? Why not just keep the Jumpdrive and give that a range limitation? Why not only allow it to jump to Jumpgates, like X2 (a lore-friendly solution)?
2) Being able to take whatever ship you like with you is precisely the problem. If you can jump in with a fully-prepared combat ship every time then there is no challenge to ensuring that ships are adequately protected.
3) At no point did I say that a range limitation was a bad thing, only that it didn't solve the problems of the jumpdrive.
Bigger numbers don't necessarily make for a bigger feel. You clearly liked having a lot of small boxes joined by gates to fly around in; others had grown tired of that and wanted bigger areas with more variety and different ways to connect them.Graaf wrote:My first suggestion would be that if you want to have a "big" universe you should make sure X4 starts with the roughly 200 systems we had in X3. Preferably more.
No, you're the one who is complaining about the bigger systems. The issue of the jumpdrive's excessive power carries across systems as well as within them. Travel within systems has other solutions, whether you happen to be a fan of them or not.Graaf wrote:Rebirth's systems were designed to accommodate the players that complained that X3's systems where too small. And now you are complaining about the systems being too big to easily transfer through to the action? Again this is not a Jumpdrive problem. Nor a SETA problem.
This is a design decision that backfires. It was too easy to respond in X3 when using a Turbo-Boosted Springblossom, but due to system sizes its too hard in Rebirth ... and X4.
You get that feeling because you have decided that it can't be X4 unless it has every feature of X3 and more, and you are not prepared to accept any other interpretation. The reality is that everyone has their own ideas as to what the "essence" of an X game is, and what a "real X4" would need to include. To some (including you, judging by the dozens of posts you made on the subject) being able to fly multiple ships was an essential feature. To others it was the freedom to fit ships with different loadouts and build stations where they liked, and so on. We, and I think it's safe to say a good proportion of the people who have seen the presentations judging by their reactions, believe that we've captured that essence sufficiently to warrant giving the game the X4 title. You clearly disagree. You can stick to your mantra that it must have all the races and factions, the same universe size (by your personal definition which takes only numbers of systems into account) or bigger, and not have any of the new features that don't interest you in order to qualify for that name in your eyes, but that doesn't mean that everyone else feels the same way.Graaf wrote:**I'm sure we were told that Egosoft was working on a real X4. Just like the name of the forum and yesterdays presentation. Yet we still do not get back the Borons because they prefer to keep Walking a priority. And now the removal of Jumpdrive, which again is in favour of Walking (by Teleporting). Why do I still keep the feeling this is going to be Rebirth 2 in disguise?