Thats what i already mentioned. Even if the JD was instant, you can't just use a hand full of combat ships to reach across the entire universe in an instant due to the new layout. That's a good thing, because sector guards have to be stationed locally (or mobile as escorts) / strategical placement is important - despite jumpdrive.ZaphodBeeblebrox wrote:On the other hand you jump to the nearest gate, only to find you have to cross
several sectors to get to your ship. Result, one lost freighter and fighter support.
Additionally, think about the AI/NPC factions. How good do you think will X4's strategical AI be to bring their ships where they need it most? Based on the AI we have seen with many RTS - making such AI that has presentiment and can do human-level forecasting is bloody hard. Not even highly praised RTS strategic games (total war series, supreme commander to name a few) have that. And i don't think thats down to incompetence.
Ergo, with AI "faction commander" capability limited in forecast and planning, he needs at least be good in reaction. Except that it is no use, when he reacts immediately to send out the fleet when they then have to leg it across 4 clusters before they get anywhere. The player can easily exploit such reactionary behaviour, because (like mentioned) - the AI does not plan ahead well unless superbly written and spending a lot of time on it.
Edit: Time for combat also ties into this question a lot. How long does it take for a few ships (say a single capital ships with some escorts) to destroy a certain thing. In X3 vanilla it was basically seconds after the carpet of balls of death connected with the target. XR took a bit longer, but still was fairly short. That means the fight is already over when reinforcements arrive. The question is, how much damage to the infrastructure those ships can do after the fight before reinforcements arrive, when they can't jump. When someone is just reacting directly to attacks (sending ships from all the way across his systems) he will be extremely vulnerable to hit and run tactics when they take a long time to arrive. The more time it takes between decision to go there and arrival, the more elaborate the planning ahead he has to do is. He might resort to blocking all access ways with strong force to prevent intrusion instead. Now you have "Case C" in effect, where someone hostile (accidental, voluntary or forced) can not enter their space whatsoever. Preventing hit and run but also blocking any traffic to other clusters.
Mentioned that too. Apparently that also falls under the "overly powerfull or useless" blanket that ES would like to burry the Jumpdrive mechanic with.Lc4Hunter wrote:Why not making a loading-phase and a cooldown for a jumpdrive?
The change that would bring the greatest change (imo) would be transit times during which the ship is unavailable. But modding in some kind of warp tunnel animation will be very difficult because, usually, it's not possible to just put a ship into the "void" to be unavailable, but without deleting the ships, and expect the interface (property screen etc) to handle it well. And what might work ok for NPC's might not work for players. So this will be either very tricky or impossible to execute by modders.But i think IF there will be no jumpdrive at release, some modders will add something like this. I don´t think we have to miss this feature too long
Also, an interface representation that indicates where your "jumping" ships currently are in transit (expected arrival time/ travel direction) on the map is also something that would propably fall under the impossible things to implement by mod.









