Wormhole effect on exit
Posted: Thu Jun 23, 2011 6:11 pm
Obviously in Oolite you see the wormhole when ships jump, but there isn't an effect when they jump into a system. Just wondered if its possible?
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There is, you know.Bazabaza wrote:there isn't an effect when they jump into a system.
I would argue that there is. The ship appears, and that is an effect. Now, it would be nice to have an exit worm hole as well. Actually, the Frontier / FFE setup is very good. (One of the few things that really works in Frontier / FFE in my view). You can jump ahead with a faster ship and then wait for the other ship to arrive. Not sure if that is a concept that fits in Oolite though.Smivs wrote:Not for the player.
You can do this in Oolite too, although the actual ship speed is not a factor here. Try it by hacking a save file containing scanned wormhole information, so that you position yourself in the arrival system of your target with say, 10 minutes to spare before it jumps in and you will see it entering at the time predicted by the wormhole scanner. You can do the same test in normal gameplay by following a two-jump route that results in less travel time to destination, but this is a more difficult way of testing overall. Factoring in the speed of a ship in the total witchspace travel time calculation could be quite interesting.Gimi wrote:Actually, the Frontier / FFE setup is very good. (One of the few things that really works in Frontier / FFE in my view). You can jump ahead with a faster ship and then wait for the other ship to arrive. Not sure if that is a concept that fits in Oolite though.Smivs wrote:Not for the player.
But it's not an integral part of game design, and almost impossibly hard to use to your advantage. Maybe witchspace transit time should differ depending on the speed or mass of the ship. A possible request for Oolite 2.another_commander wrote:You can do this in Oolite too, although the actual ship speed is not a factor here. Try it by hacking a save file containing scanned wormhole information, so that you position yourself in the arrival system of your target with say, 10 minutes to spare before it jumps in and you will see it entering at the time predicted by the wormhole scanner. You can do the same test in normal gameplay by following a two-jump route that results in less travel time to destination, but this is a more difficult way of testing overall. Factoring in the speed of a ship in the total witchspace travel time calculation could be quite interesting.Gimi wrote:Actually, the Frontier / FFE setup is very good. (One of the few things that really works in Frontier / FFE in my view). You can jump ahead with a faster ship and then wait for the other ship to arrive. Not sure if that is a concept that fits in Oolite though.Smivs wrote:Not for the player.
I like the idea.But it's not an integral part of game design, and almost impossibly hard to use to your advantage. Maybe witchspace transit time should differ depending on the speed or mass of the ship. A possible request for Oolite 2.
- Mass or speed of ship influences witchspace transit time.
- Exit wormhole appears at destination before ship arrives.
- Entering a wormhole the wrong way always causes a miss-jump.
- Entering a wormhole the right way causes you to overtake a ship if your ship is faster/lighter.
As I'm not familiar with how this is done, I stand corrected.another_commander wrote:I would disagree that it is not integral part of the game design. One of the hardest parts during the development of the Wormhole Scanner was precisely getting this point right. As to how difficult it is to use to one's advantage, I think that it may be difficult, but definitely not impossibly so. I think that the fact that players don't normally apply this tactic in their game is more related to not actually having any missions that require it yet rather than anything else. It may be a more mission-oriented thing indeed, but it's there and it is integral, as long as someone is willing to make use of it.