Suggestion: Revamp the jumpgate, to reduce silly "accident"
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Suggestion: Revamp the jumpgate, to reduce silly "accident"
The jumpgate need to revamp to remove those silly "accident"
The creator with the almighty brain-cell can think out something so marvelous of such galaxy long distance jumping device, but can't foresee/anticipate those "silly" accidents? omg....
Problem: jump-out ship can ram on any ship blocking its path
Suggestion: Either make a dynamic jump-out zone, whereby ship jump/drop out from the gate will auto land on safety zone
Or auto zap/suck in any ship park/drift too near the gate, thus making the jump-in zone bigger, like a spherical area/zone. and bigger/further from drop/jump-out zone
The creator with the almighty brain-cell can think out something so marvelous of such galaxy long distance jumping device, but can't foresee/anticipate those "silly" accidents? omg....
Problem: jump-out ship can ram on any ship blocking its path
Suggestion: Either make a dynamic jump-out zone, whereby ship jump/drop out from the gate will auto land on safety zone
Or auto zap/suck in any ship park/drift too near the gate, thus making the jump-in zone bigger, like a spherical area/zone. and bigger/further from drop/jump-out zone
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TL should have watched the lights... Don't fly into the lights! I don't necessarily think that it would be good for something in-game, but it would make sense to have ships entering from one side, and exiting from the other. It was pretty amusing to get run over by a titan in my little LX when I was stupidly parked in front of the gate doing fleet maintenance tasks though. Definitely a facepalm moment...DOH!
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oh... how should I put this....... The lights do not work!!
They are read only when a cpu ship is trying to go through the gate. But that does not mean that the exit zone of the gate is clear.
Example:
A M2 is trying to go throug the gate -> lights on the other side turns red. You se this and wait. A trader or escort is between the gate and the M2. Thesmaler ship slows down when about to enter the gate. The M2s AI sense a colision and tries to abort. Woe and behold the smaler ship jump through and the lights turn green. (The M2 is still blocking the pathon the other side of the gate but the since it is trying to get away from it.... yes the lights are green). So you go through and woha. Theres an M2 parked there?
Game over!
Also the AI do not care about the lights so it wil go throug annyways.
They are read only when a cpu ship is trying to go through the gate. But that does not mean that the exit zone of the gate is clear.
Example:
A M2 is trying to go throug the gate -> lights on the other side turns red. You se this and wait. A trader or escort is between the gate and the M2. Thesmaler ship slows down when about to enter the gate. The M2s AI sense a colision and tries to abort. Woe and behold the smaler ship jump through and the lights turn green. (The M2 is still blocking the pathon the other side of the gate but the since it is trying to get away from it.... yes the lights are green). So you go through and woha. Theres an M2 parked there?
Game over!
Also the AI do not care about the lights so it wil go throug annyways.
I have a absolutly wonderfull proof to put here; But, unfortunatly, the signature field is not lage enough to contain it.
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Sometimes is kinda survival lessons.
You're in a M2... you jump in not careing much about who's gonna get smahsed in the other side.
Problem is that ships jump out in the toehr side being launched at 250m/s. If you meet up another capital ship beign catapulted at such great speed no matter how rows of shields you're pakcing up.
But anyways lights don't always work. What I find really silly is that some ships (M2 and above) barely fit in the gate and occupy all its extension when doing jumping maneuveures. Needless to say that "special ships" like Valhalla or Wooden don't even fit from what I heard. Time to call thise hyper-advanced aliens and demand some ampliations?
You're in a M2... you jump in not careing much about who's gonna get smahsed in the other side.
Problem is that ships jump out in the toehr side being launched at 250m/s. If you meet up another capital ship beign catapulted at such great speed no matter how rows of shields you're pakcing up.
But anyways lights don't always work. What I find really silly is that some ships (M2 and above) barely fit in the gate and occupy all its extension when doing jumping maneuveures. Needless to say that "special ships" like Valhalla or Wooden don't even fit from what I heard. Time to call thise hyper-advanced aliens and demand some ampliations?
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From my experience in Reunion, I recall jumping through the gate quite freely,but before I could use boost or acceleration my ship often got rammed by Artificially Insane ships. Sometimes it would be a pirate and suffer losssesss of proffitssses. And I would get a few thousand credits from the locals.
Very annoying when I got rammed by something too big though.
The other problem of large ships seemingly too large for the jumpgate , I solved by not being in the ship when sending it through.
But yes, larger gates would be good,although with a jumpdrive and plenty of energy,you don't need to use them much once you have mapped everything.
Very annoying when I got rammed by something too big though.
The other problem of large ships seemingly too large for the jumpgate , I solved by not being in the ship when sending it through.
But yes, larger gates would be good,although with a jumpdrive and plenty of energy,you don't need to use them much once you have mapped everything.
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This does seem like a bit of an unnecessary problem so why don't egosoft just double or even treble the size of the gates in the next patch it's not like there's no room for them to be 10 times bigger if need be 

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Why do annything about the size of the gate?
It all ready has two sides that work. Why not use bot sides? One exit side and one entry side. It already works entering the gate from behind. So if all the CPU ships did that: Problem (partialy) solved: Front of the gate would be clear for ships exiting.
The problem remaining would be ships trying to ram themselves up yous.
But at least you wil not have that "Entering system:(Krash Bom) Game Over" message. Man, I realy hate that system.
It all ready has two sides that work. Why not use bot sides? One exit side and one entry side. It already works entering the gate from behind. So if all the CPU ships did that: Problem (partialy) solved: Front of the gate would be clear for ships exiting.
The problem remaining would be ships trying to ram themselves up yous.
But at least you wil not have that "Entering system:(Krash Bom) Game Over" message. Man, I realy hate that system.
I have a absolutly wonderfull proof to put here; But, unfortunatly, the signature field is not lage enough to contain it.
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Having to fly around the back of a gate each time you wanted to fly through would be tedious to say the least. If the gates were increased in size a little and the game didn't fling all ships out of the gate at 300 m/s in the middle but tried to find some empty space in the gate for them, I think the problem would be somewhat alleviated. Of course, there's always space for a screw up in which you get catapulted up the plasma vents of the local Tyr or vice versa, but I don't think a perfect system would be possible.
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Having to go around to the back of a gate, or even to a side entry gate might prove to be a pain in the butt for the auto pileup. It has a hard enough time getting around things already, unless the approach to the gate could be programmed to go to a set location perpendicular to the gate, then turn towards the gate.
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Simple Fix,
Capital Ships I.E M1, M2, M7, M7M, M6, TL etc can dock Jumpgates from 5KM away by locking onto the gate signatures and Opening a Stable Wormhole using their own Generators (Pretty much opening a Personal Gate using the Docking Signal from the gate)
Smaller Ships will dock Normally
Ships Exiting gates will Spawn 2-5 KM to the Left or Right of the gate if they are M5, M4, M3, TM, TS, M8(Fix their Size they are only slightly bigger than M3's.
Larger ships Exiting the Gates will Spawn 2-5KM Above or below the gate, thus leaving the Centre of the gate Free for traffic, Any thoughts?
Capital Ships I.E M1, M2, M7, M7M, M6, TL etc can dock Jumpgates from 5KM away by locking onto the gate signatures and Opening a Stable Wormhole using their own Generators (Pretty much opening a Personal Gate using the Docking Signal from the gate)
Smaller Ships will dock Normally
Ships Exiting gates will Spawn 2-5 KM to the Left or Right of the gate if they are M5, M4, M3, TM, TS, M8(Fix their Size they are only slightly bigger than M3's.
Larger ships Exiting the Gates will Spawn 2-5KM Above or below the gate, thus leaving the Centre of the gate Free for traffic, Any thoughts?
Too many M3's Die by crashing into their own missiles
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How about just a big screen on top of the gate that recieves a video feed showing what is directly on the other side. And also have the AI actually check if they have enough room on the other side before entering the game (assuming they were not planning on attacking the sector or doing something aggressive).
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How does that help if I jump to a sector? I can't see the gate??nmosfet wrote:How about just a big screen on top of the gate that recieves a video feed showing what is directly on the other side. And also have the AI actually check if they have enough room on the other side before entering the game (assuming they were not planning on attacking the sector or doing something aggressive).
Obviously there should be two lanes, in and out, however that is achieved. Simplest thing would be to have two gates.
Sadly it's one of those dumb features that will never get fixed.
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