Oh, you did not mean how NPC ships did enter the Gate from "behind" and exit from Gate from "front"?
You did mean this current "vanish/appear in a flash near Gate"?
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Oh, you did not mean how NPC ships did enter the Gate from "behind" and exit from Gate from "front"?
Egosoft has mean to profile their code, so they know what the bottlenecks are. My opinion is that pathing does not matter.hakenden wrote: ↑Tue, 9. Jul 24, 08:48 In terms of computing power, the X4 engine is not exactly known for its efficiency, so you should approach the matter differently (in my opinion). I should list what consumes how many resources and then see ok how can I reduce the peak and the total load.
And this is where the jump drive comes into play in my opinion.
One had no access to JumpDrive in Xbtf, if you want "traditional" ... and I prefer that by far.
The way I see it, that would be a huge implementation task and radical change in design.hakenden wrote: ↑Tue, 9. Jul 24, 08:48 Sure it will take more effort to implement the jump Drive, and it will definitely change the universe.
- the player actively loses money and does not get rich so quickly.
- The universe gets a higher throughput rate of energy
energy cells and, depending on the concept, even new markets are created.
Of course, because the Gate is and has always been "a one sector wide jump".
It's generally a strategic thing to be able to do in a lot of the scifi world. Battlestar Galactica (the early 2000s/late 90s iteration) they used jump drives to cat and mouse cyclons. It's how they initially survived then played into strategies that provided victories against overwhelming odds. See the same thing in star trek when it's always "Captain the warp drive is offline!" while the enterprise battles for survival until engineering sorts out the warp core and they blast away. Or teleport off a planet. Whatever. Stellaris, you enter battle and you need time for jump drives to come on line to retreat, or for your science ships to escape a losing proposition.
I think the simplest solution would be to implement hyper relays similar to those in Stellaris. Faction ships would still need to travel to gates but could skip all sectors belonging to them or their allies.partycomfortable wrote: ↑Tue, 9. Jul 24, 18:02 It's generally a strategic thing to be able to do in a lot of the scifi world. Battlestar Galactica (the early 2000s/late 90s iteration) they used jump drives to cat and mouse cyclons. It's how they initially survived then played into strategies that provided victories against overwhelming odds. See the same thing in star trek when it's always "Captain the warp drive is offline!" while the enterprise battles for survival until engineering sorts out the warp core and they blast away. Or teleport off a planet. Whatever. Stellaris, you enter battle and you need time for jump drives to come on line to retreat, or for your science ships to escape a losing proposition.
The change in strategy would be wild and would probably require rebalancing AI factions but it wouldn't be terribly crazy in the realm. If you could blink away after say, X amount of time, I think you would want it like star trek at least where they can use the warp trail to at least have a general direction they went. Or, like Stellaris if you do an emergency jump, which itself takes time, you don't have time to really set navigation so you jump and pop out somewhere else later that is a gamble. You could end up in a pickle with your fleet on the other side of the map with a perilous journey back.