[FEATURE REQUEST] Jump Drive

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letwolf
Posts: 137
Joined: Sat, 8. Dec 18, 16:42

[FEATURE REQUEST] Jump Drive

Post by letwolf »

so
need really it from previous games
make them able to
jump to Nav Beacons :)
TomatoAE
Posts: 97
Joined: Fri, 23. Dec 11, 19:17
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Re: [FEATURE REQUEST] Jump Drive

Post by TomatoAE »

makes no sense in this game really. you can get anywhere in 2 minutes. a jump drive would greatly unbalance it
tarax007
Posts: 78
Joined: Sun, 24. Apr 05, 22:21
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Re: [FEATURE REQUEST] Jump Drive

Post by tarax007 »

I'd say after or with one of the planned expansions when more sectors are added - and only on L+ ships
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oli4uk
Posts: 29
Joined: Wed, 24. Oct 18, 20:49
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Re: [FEATURE REQUEST] Jump Drive

Post by oli4uk »

I like having no jumpdrives, it makes the game far more strategic. You can cut out trade routes, you have to position your fleets carefully, and expand an empire carefully. Undefended borders are now a serious issue.
DnBrn47
Posts: 197
Joined: Sun, 25. Mar 12, 10:39
x4

Re: [FEATURE REQUEST] Jump Drive

Post by DnBrn47 »

There are jump gates, accelerators, super highways, and instant teleportation... I think we're good on travel methods. Having at least this delay on getting ships where you want them is probably a good thing for game balance.
mitchella351
Posts: 9
Joined: Sun, 2. Dec 18, 23:52

Re: [FEATURE REQUEST] Jump Drive

Post by mitchella351 »

Personally I would like to see the jump drive, but for the player ship only. I mean you can accomplish same with a teleport, but at the same time people will have their favourite ships and they may want to get involved in directly defending their assets.

We can already teleport across the map, so it would just mean removing some bureaucracy of putting ships everywhere.
letwolf
Posts: 137
Joined: Sat, 8. Dec 18, 16:42

Re: [FEATURE REQUEST] Jump Drive

Post by letwolf »

oli4uk wrote: Wed, 12. Dec 18, 19:41 I like having no jumpdrives, it makes the game far more strategic. You can cut out trade routes, you have to position your fleets carefully, and expand an empire carefully. Undefended borders are now a serious issue.
I "like" teleporting in my freighter , and trying defend it when a bunch of xenons jumped on top of it out of nowhere. Xenons have jumpdrive, why we dont?
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Vandragorax
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Re: [FEATURE REQUEST] Jump Drive

Post by Vandragorax »

There are loads of threads from months ago with people endlessly discussing jump drives. There's even a dev answer on a few of them. Jump drives were removed for a very good reason and we will not see them again. If you want them, get a mod for them when it becomes available.
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letwolf
Posts: 137
Joined: Sat, 8. Dec 18, 16:42

Re: [FEATURE REQUEST] Jump Drive

Post by letwolf »

if no jumpdrives then there must be no random spawns for enemies. Wtf on clear sector khaak or xenon just pop out of nowhere? What the F...? They must be built on wharfs and come as all player ships there BY LEGS!
Arghan
Posts: 131
Joined: Mon, 10. Dec 18, 13:16

Re: [FEATURE REQUEST] Jump Drive

Post by Arghan »

letwolf wrote: Fri, 14. Dec 18, 11:22 if no jumpdrives then there must be no random spawns for enemies. Wtf on clear sector khaak or xenon just pop out of nowhere? What the F...? They must be built on wharfs and come as all player ships there BY LEGS!
As far as i know, beside initial state of galaxy (so what you get on new game) thats the case. You can hunt down all enemies in sector (and assuming you kill everything that can come out) it will produce peaceful sector. Actually this is happening all too often.

Now, because sectors are huuuuge and Ai tend to fly outside player known borders, it is fairly possible that some stragglers flew so far it will take considerable time till they fly back and/or are outside of player sector visibility bubble.

Last save i've played, i tended to meet stragglers till i doubled radius of the region. Only after that things tended to peace out and only very occasionally I found anything out there.
Nexuscrawler
Posts: 336
Joined: Sun, 25. Aug 13, 23:22
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Re: [FEATURE REQUEST] Jump Drive

Post by Nexuscrawler »

As far as i know, beside initial state of galaxy (so what you get on new game) thats the case. You can hunt down all enemies in sector (and assuming you kill everything that can come out) it will produce peaceful sector. Actually this is happening all too often.
That is incorrect. The game has an encounter script who's whole purpose is to build ships to teleport them to the player. That needs to be removed, or things like blocking a gate will do nothing.

There's even a mod already for the purpose of deactivating it.
Last edited by Nexuscrawler on Fri, 14. Dec 18, 11:31, edited 1 time in total.
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TempestZ
Posts: 29
Joined: Mon, 23. Sep 13, 15:50
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Re: [FEATURE REQUEST] Jump Drive

Post by TempestZ »

Those stranglers don't exist if you are not there. They are teleported from the universe for you to meet them
Arghan
Posts: 131
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Re: [FEATURE REQUEST] Jump Drive

Post by Arghan »

Nexuscrawler wrote: Fri, 14. Dec 18, 11:30
As far as i know, beside initial state of galaxy (so what you get on new game) thats the case. You can hunt down all enemies in sector (and assuming you kill everything that can come out) it will produce peaceful sector. Actually this is happening all too often.
That is incorrect. The game has an encounter script who's whole purpose is to build ships to teleport them to the player. That needs to be removed, or things like blocking a gate will do nothing.

There's even a mod already for the purpose of deactivating it.
FFS.... Ok, i need to install it ASAP....
letwolf
Posts: 137
Joined: Sat, 8. Dec 18, 16:42

Re: [FEATURE REQUEST] Jump Drive

Post by letwolf »

Nexuscrawler wrote: Fri, 14. Dec 18, 11:30
As far as i know, beside initial state of galaxy (so what you get on new game) thats the case. You can hunt down all enemies in sector (and assuming you kill everything that can come out) it will produce peaceful sector. Actually this is happening all too often.
That is incorrect. The game has an encounter script who's whole purpose is to build ships to teleport them to the player. That needs to be removed, or things like blocking a gate will do nothing.

There's even a mod already for the purpose of deactivating it.
Like I said ! We must have jump drives OR that script removal !
p.s. dont want *modified* status for now...
letwolf
Posts: 137
Joined: Sat, 8. Dec 18, 16:42

Re: [FEATURE REQUEST] Jump Drive

Post by letwolf »

can we wait Jump Drives in patch 1.50 ???

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