Jump Drive

Rusted Iron shared this feedback 2 years ago
Submitted

For the sake of A.) performance, B.) cinematic value and C.) a possible gameplay feature, I think an excellent thing to add to the game, would be a travel time for the jump drive. After you jump, you can step out of the command seat and walk around your ship as it travels through a kinda wormhole-like skybox effect. the farther you travel the longer it takes.

A.) You can take the travel time to render/load the destination

B.) It would look really cool

C.) And it can give people near the destination, a hud warning that someone is jumping near their location.

Comments (11)

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3

It would be sufficient that there is a timer to how long you are in Hyperspace.

You could also combine this perfectly with the "Particle effects for Hyperspace exit" idea:

https://support.keenswh.com/spaceengineers/general/topic/particle-effects-for-hyperspace-exit

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2

This would be a pretty pointless feature tbh. It wouldn't add anything of worth to the game.

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9

Yeah it would. It would add "shiny". The current jump drive is boring and uninteresting, just a "pop" you're there. Neither more nor less pointless than any other "shiny" in the game.

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4

This would honestly add quite a bit to the game. For example, say an enemy ship is about to jump next to your base and attack you. With this feature, you'd see it coming, and have some time to, say, man a turret before the ship appeared.

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1

Spot, react and destroy it the 10 second window before it disappears? Haha good luck.

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2

I have to think about this one; I can see both sides. On one hand, it would give a richer "in universe" experience, especially if coupled with some sort of upgrade (upgrades allow for faster travel, like the old Star Wars RPG concept of "Hyperdrive Multipliers."

On the other hand, jump drives are essentially just a way to speed up game play and circumvent the game's inherent speed limit, which is unlikely to be changed for performance reasons. So adding more "hurry up and wait" to the game may not go over well for some. I am also not sure how this would impact performance in a positive way... doesn't the game essentially move you and your grid to a new set of coordinates? Wouldn't adding a travel interval, in which you could get up and do other things, actually add more calculations to the system?

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1

Could make it a "ghost" grid, unable to interact physically with anything, also not triggering the sync load-ins until the drive is deactivated... It could also give the option for some sort of interdiction I suppose, forcing nearby ships out of "hyperdrive" with a certain block. Not that I'm personally on board with this idea.... I Still like the spaghettification idea, literally stretch the ship from point A to point B and normalize at point B... but I'm positive that would also be detrimental to performance.

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5

I forgot to mention, that the ship would technically be totally still. When you go to "Warp speed" The game would simply stop the ship and make it invisible and untouchable to all who were not onboard the ship. For those who are onboard the ship, their skybox would change to an animated warp effect and their speedometers would falsely say they were going super fast. During this time, the game would derender the origin and load the destination. After a set amount of time (depending on the distance.) The game would finally teleport the ship and the skybox would change back to default and the ship would be visible to outsiders.

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2

Also, please include people that are not seated in the jump. It is very confusing when you get left behind. I wish I could walk around the ship without needing to sit down to be part of the jump.

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2

Maybe they should add an adjustable feild range tied to the jump drive block. Anything inside the range will be jumped with the ship.

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1

Maybe have anyone in a pressurized area also come along.

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1

Just grab stuff in the bounding box of the ship. if that happens to be parts of another ship, well, don't go that close to something about to warp, and if used as a weapon, well, you still don't really want to be that close to a hostile.

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2

I wish that when you "jump", the ship actually moved "very fast" in a strait line to where it would appear at the end, and depending on the distance of the jump, you would actually spend time "in the jump".

I can see getting out and walking around during the jump being a problem though.

Anything is better than the current teleport machine that is called "Jump Drive"..................

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1

Again, the best way to do it would to have the ship technically still. Just the illusion of motion created by the skybox, the speedometer, and the ship vanishing to all who are not on board.

I guess I could see it possible to add a visual effect along the path of the jump drive for outsiders to see. Like a streak of light or a blurry ship zooming by.


https://gyazo.com/475a048d3790df7d6226f612ed617fda


https://gyazo.com/1f4e7acb6f89f44504d261dc0678bf48

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1

Gotta keep in mind that in terms of Einsten's realtivity theory, an object at high (near lightspeed) speeds would appear shorter for the outside observers

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I forgot to mention, that the ship would technically be totally still. When you go to "Warp speed" The game would simply stop the ship and make it invisible and untouchable to all who were not onboard the ship. For those who are onboard the ship, their skybox would change to an animated warp effect and their speedometers would falsely say they were going super fast. During this time, the game would derender the origin and load the destination. After a set amount of time (depending on the distance.) The game would finally teleport the ship and the skybox would change back to default and the ship would be visible to outsiders.

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1

This is not a bad idea

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1

Wouldn't even have to be that long, 5 seconds for the first 1-100km and then another second a second for every 100 kilometers and makes it a Lot more cinematic and gives you a 23 second wait for a 1k km jump. A bit long? Maybe, but a helluva lot more feeling to it and ridiculously much faster than sublightspeed flying it.

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3

This could bring some much needed visual polish to the game. Even if the devs don't consider this implementation, I hope they'll do something to make it look much better than it currently is.

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1

Add in the ability to abort the jump at any time, where the game would then calculate percent time in jump = percentage of distance traveled, and spawn you in at that point (collision or not)... that adds some gameplay, and risk. Could also be a percentage risk when 'overclocking' your drive for an extended jump, or jumping with a slightly damaged drive.

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1

You could even make non-pressurized areas deal damage while jumping, to give a purpose to pressurization while preventing players from attempting to escape the jump drive's pocket dimension.