Re: TAF and game build configurations
Posted: Fri Oct 26, 2012 11:07 am
Well... if the torus was to be replaced by some form of time-acceleration, then I'd be spending even more time cruising the 'lanes, 'cos I couldn't use it.
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This is all totally hypothetical, of course! As far as I know the devs have no intention of replacing the torus with a TAF.El Viejo wrote:Well... if the torus was to be replaced by some form of time-acceleration, then I'd be spending even more time cruising the 'lanes, 'cos I couldn't use it.
Because...?El Viejo wrote:Well... if the torus was to be replaced by some form of time-acceleration, then I'd be spending even more time cruising the 'lanes, 'cos I couldn't use it.
Indeed... but the discussion pops-up regularly. In reality (ha), it'd make little difference to me, I suppose, as I tend to cruise the 'lanes at normal speed a fair bit anyway.Disembodied wrote:This is all totally hypothetical, of course! As far as I know the devs have no intention of replacing the torus with a TAF.
Simply put, watching my ship-clock start wizzing around (by whatever factor became the norm) would be an immersion-breaker for me.Disembodied wrote:Can I ask why you wouldn't use it, though, EV?
As is the energy bomb (which I dislike), of course - and that has gone from the default game (or will be soon).maaarcooose wrote:I can understand why it's not liked now as I was unaware that the Torus was a player only device.
The cloak is different – it’s available and supported for NPCs, and in fact you have to loot it from an NPC to get it. It just isn’t very common, so to speak, in the vanilla game. Jump drive and the energy bomb are player-specific game mechanics.El Viejo wrote:I suppose there is an argument for removing the cloak too - heh.
Giving the torus - with its masslocking properties intact - to NPCs would be disastrous: it would produce a huge masslocked logjam in every system. You would arrive at the witchpoint, and torus off towards the planet. Bump! you encounter a pirate. As you are fighting, a newly arrived merchant ship gets masslocked behind you - and then another new arrival gets masslocked behind it, and so on.maaarcooose wrote:I would say that the Torus drive should be available to all NPC's as well. I always kind of assumed that the reason most pirates can't chase you on Torus is because there are more than one of them thus mass-locking each other.
If there is one on it's own, no reason for them not to have a Torus too.
I can understand why it's not liked now as I was unaware that the Torus was a player only device.
!m!
Yeah... good fun is that!Ahruman wrote:... in fact you have to loot it from an NPC to get it.
I agree, given the choice between the two, not least because supporting TAF properly is much much harder from a coding perspective.El Viejo wrote:Far better the torus than TAF
Interesting - I didn't know those stats, and had only an approximation in my head.cim wrote:... to make TAF work properly at 16x (which is still only half the speed of torus drive)
It's a perennial problem with space games. You need the sense of scale (the X games are (for me) let down by the completely inappropriate sense that everything is cramped and too close together), but with scale comes the problem of getting to places before we grow old(er). I think we need the big empty voids (there's a reason they call it "space" ), but there has to be some method of skipping through them too if it's going to remain a game.cim wrote:Still, I'd rather deal with the problem of "how to skip the boring bits" by putting the "boring bits" somewhere other than the obvious witchpoint-planet-sun routes in the first place.
[1] Sightseeing aside, of course, but on some of these routes there's not even that much to see.
I paid good money for two of that series... and gave them away pretty damn quickly!Disembodied wrote:You need the sense of scale (the X games are (for me) let down by the completely inappropriate sense that everything is cramped and too close together)
That's an interesting notion, though, Smivs ... what if the injectors didn't consume any fuel at all, but instead increased the cabin temperature of the ship? Use them too much and ... BOOM. There would have to be enough leeway for a player to "inject" all the way from the witchpoint to the aegis, though, otherwise you'd be forcing players to crawl along.Smivs wrote:The only solution which would work and makes any sort of in-game sense would require a major re-write, namely that the ships have two fuel sources, one for witch-jumps and one for injectors. If a ship arrived in a system with a full fuel tank the player has the option of using injectors to speed things up, but this would have to be separate from the witchdrive fuel to prevent consecutive jumps.
Not really a viable option, I suspect.