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Viper Interceptor question
Posted: Mon Aug 23, 2010 6:43 pm
by Cody
Is the Viper Interceptor hyperspace capable? Oolite reference sheet says yes, Wiki says no… opinions, please.
Posted: Mon Aug 23, 2010 7:14 pm
by Smivs
I don't know.
An interesting datum, though is its fuel capacity. A quick look at the shipdata.plist shows it seems to have a tank big enough for a 16LM jump.
Now of course it needs a lot of that for its Fuel Injectors (it is an Interceptor, after all), but a standard maximum 7LM jump would still leave plenty. In pursuit, it may be called upon to jump after its quarry, so my guess would be "Yes, it is hyperspace capable".
Now, someones going to come along and tell me what a load of BS that was.....
Posted: Mon Aug 23, 2010 7:47 pm
by Kaks
Meh, for what it's worth I've recently tweaked trunk to allow for non-witchjump capable player & NPC ships, and I left the viper Interceptor as witchjump capable...
Posted: Mon Aug 23, 2010 7:56 pm
by Cody
Kaks wrote:and I left the viper Interceptor as witchjump capable...
Thanks Kaks (and Smivs)... good, that's what I wanted to hear.
(Should a Wiki wizard edit the Wiki?)
Posted: Mon Aug 23, 2010 8:53 pm
by maik
El Viejo wrote:Kaks wrote:and I left the viper Interceptor as witchjump capable...
Thanks Kaks (and Smivs)... good, that's what I wanted to hear.
(Should a Wiki wizard edit the Wiki?)
*Waves wand at Wiki*
*concentrates, waves wand at Wiki again*
*looks up proper incantation, concentrates biting his tongue, waves wand at Wiki a third time*
Posted: Mon Aug 23, 2010 9:06 pm
by Cody
Cool... thank you, your wizardness!
Posted: Tue Aug 24, 2010 6:36 am
by Killer Wolf
I've always though the Vipers were more a local patrol vessel, hold fuel for injectors but basically are confined to a system. i think it would be logical for them to be jump capable tho, to follow scumbags who try and escape via a jump.
might be a good OXP idea : if you're a Fugitive and jump away from some cops there should be a x% chance of them doggedly following you, either piggybacking your cloud or analysing it and jumping after you (if they don't reach teh cloud in time to tailgate).
Posted: Tue Aug 24, 2010 6:43 am
by Rxke
Hmmm, but they would be out of their jurisdiction, so to say.
They jump to another government, with other rules.
OTOH, you are a fugitive regardless of which government you visit...
Posted: Tue Aug 24, 2010 7:18 am
by Smivs
Rxke wrote:Hmmm, but they would be out of their jurisdiction, so to say.
They jump to another government, with other rules.
OTOH, you are a fugitive regardless of which government you visit...
But government type is irrelevant...the 'Police' are an arm of GalCop, so it's quite logical that they would pursue criminals across systems.
Posted: Tue Aug 24, 2010 7:29 am
by Switeck
And it'd be badass scary to have one/some follow you if you're a fugitive.
Posted: Thu Aug 26, 2010 8:57 pm
by Griff
Kaks wrote:Meh, for what it's worth I've recently tweaked trunk to allow for non-witchjump capable player & NPC ships, and I left the viper Interceptor as witchjump capable...
oo, this sounds interesting, does it mean that we can now have player flyable versions of ships that were previously unavailable such as kraits, sidewinders etc? can you still buy fuel for the injectors to whizz around in them, you just can't hyperspace?
Posted: Fri Aug 27, 2010 5:19 am
by Kaks
If you were to make a like_ship of a krait (the trnk version, of course) that would indeed be very possinle...
Posted: Fri Aug 27, 2010 6:43 am
by Killer Wolf
there's a possibility for an OXP here : an intersystem taxi service. if you buy a non-hyperdrive ship, you can dock w/ a big ship and pay them to jump to another system : be like leaving WS in a behemoth etc.
Posted: Fri Aug 27, 2010 10:08 am
by Kaks
Sure, and also the ultimate scrounger oxp: get yourself an hyperspace incapable ship, a witchspace cloud analyser, and hang around the station for 'the right car'...
And, in line with the latest hadwavium discoveries, in trunk the total time taken for a failed hyperspace jump is not a linear 1/2 of the travel distance anymore, & it's now possible to get witchspace failures when 'borrowing' someone else's witchspace tunnel, due to the usual hardware glitches, or to a too step rate of climb at the instant of entering the tunnel...
The whole witchspace bit should be a lot more internally consistent in the future!
Posted: Fri Aug 27, 2010 10:13 am
by Cody
Good, good and good!