[Idea] Finite Probability Drive
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Re: [Idea] Finite Probability Drive
Perhaps random damage and random fuel use, to emphasise the probability of it
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Re: [Idea] Finite Probability Drive
My idea prevent to reach the usual goals faster (main station and sun) even with repeated jumps.Nomad wrote:What do you mean by that?Norby wrote:I think the distance from the Sun and the nearest planet could be the same after jump than before. Sounds logical if the gravity field in the possible exit points must be similar with the current level
Imagine a ring around the planet-sun lane with the same radius as your current distance from that lane. The points of this ring are part of the sphere around the planet with equal radius than your distance from the center point of the planet, and also the similar spere around the sun. If the valid exit points are restricted to this ring then no abuse possible.
The faster initiation can be the reason of the extra fuel usage. A fix 1LY sounds good to me.
Re: [Idea] Finite Probability Drive
Since the sun is so close (and assumed to be much more massive than the planet), then it won't be a sphere. It would be a cloud of points (according to Newton's Law of Universal Gravitation). Any point that has the same net force on the ship will suffice. That being said, the physics in Oolite is definitely non-Newtonian. The one other question I would have about moving the player to a point in a sphere around the planet is that it will most likely end them up far from the main spacelane. Whereas, if the random points were limited to be between the 1 and 3x scanner range, they will remain fairly close to the spacelane, and possibly re-encounter the enemies they tried to escape from the begin with. To prevent it from being overused, I figured it could damage itself, and have a high chance (possibly 80%) of damaging the witchdrive injectors and possibly the witchdrive itself.Norby wrote:Nomad wrote:Norby wrote:Sounds logical if the gravity field in the possible exit points must be similar with the current level
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Re: [Idea] Finite Probability Drive
Though, at that point, if it ends up damaging the two most important pieces of equipment in your ship then is it really worth it to use it, unless you are really in a bad spot and about to die? I see it one of two ways:
Super effective, IE, it teleports you very far away
Less effective, IE, it teleports you out of immediate danger, or just outside of scanner range
If it's very effective, then to prevent abuse the cost ought to be high as well. Not just of the unit, but of the potential damage. If it isn't as effective, then there's no reason for it to cripple your ship, as nobody would end up using it.
A problem I foresee, too, with having it break the equipment is that it suddenly becomes incompatible with OXPs which damage or destroy otherwise un-touchable equipment. (IE the injectors and witchdrive.) I'm not sure about the code for actually breaking the equipment, but it seems like the trouble would lie in how to repair it... the OXPs may have conflicting price values for repair.
Super effective, IE, it teleports you very far away
Less effective, IE, it teleports you out of immediate danger, or just outside of scanner range
If it's very effective, then to prevent abuse the cost ought to be high as well. Not just of the unit, but of the potential damage. If it isn't as effective, then there's no reason for it to cripple your ship, as nobody would end up using it.
A problem I foresee, too, with having it break the equipment is that it suddenly becomes incompatible with OXPs which damage or destroy otherwise un-touchable equipment. (IE the injectors and witchdrive.) I'm not sure about the code for actually breaking the equipment, but it seems like the trouble would lie in how to repair it... the OXPs may have conflicting price values for repair.
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It should be a crime for Anacondas to fly without escort. That much temptation is just too much to resist.
It should be a crime for Anacondas to fly without escort. That much temptation is just too much to resist.
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Re: [Idea] Finite Probability Drive
It is ok even up to 5x, just move more sideways than along the route. Damaging itself is good idea and enough alone without damaging the injectors which is too important to break and not enugh related imho. Damaging the breakable witchdrive is a good idea also.Nomad wrote:the random points were limited to be between the 1 and 3x scanner range, they will remain fairly close to the spacelane
Re: [Idea] Finite Probability Drive
Ok, so to recap, here is what I plan on having the FPD do...
- Instantly move the player to a random place within 5x scanner range, using a uniform distribution.
- Consume between 1 and 3LY of fuel (randomly).
- Upon use, the FPD will be damaged.
- If Breakable Witch Drive is installed, it will also have a 50% chance of being damaged.
- 1% chance of damaging injectors.
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Re: [Idea] Finite Probability Drive
Interesting idea.. it would be must-have equipment on the D.T.T. Heart of Gold.
Has there been any progress on this mod?
(Now all we need is an Infinite Improbability Drive OXP)
Has there been any progress on this mod?
(Now all we need is an Infinite Improbability Drive OXP)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [Idea] Finite Probability Drive
Triggering is also important, for best usage I think worth to apply an automatic system as in Auto eject, just make sure if both are installed then do not eject when FPD is also ready.