Jump Drive should also jump non-seated players on ship (For multiplayer intuitiveness)

the New Guy shared this feedback 5 years ago
Submitted

Here's a link to a Youtube video by some new players that shows why this should be done:

https://youtu.be/blB9I-9OavE?t=5m47s


Basically, I wish we could use the Jump Drive without needing to be seated.

I think it's really unintuitive to "Jump" to a destination and leave behind people on standing in and around the ship. Which is what happens in the video I linked to above.


Maybe the only one required to be seated should be the player initiating the "Jump"

Replies (5)

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It could have requirements that you have to me within one of the ships pressurized rooms for example.

Use that to determine who is within range and who isn't.


That way there would be no surprise jumps just because you where just near a ship.

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Well an example of this done right would be the "Slipspace Drive" from Halo. This effectively opens a wormhole directly in-front of a ship allowing it to fly into it kind of like a giant portal gun. While it is possible to follow a ship into it's jump location by trailing it through the wormhole, it closes quickly enough that if you're not really damn fast, it'll cut your ship in half.

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I like this idea... works within existing game mechanics and is a sensible compromise for performance.

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Jump Drive must smear unfastened passengers on the wall.

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Then it would not be a (warp) jump, just acceleration. :-P

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While I like the idea, the practice seems challenging, as the jump drive would then have to check to see if there are players "inside", and knowing which side is inside is likely a "fun" coding job.

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Well if it's utilising the same system that changes the camera's exposure due to being inside a space, the system could be designed around that with relative ease

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Maybe, maybe not. The jump drive check would still have to check that the character is inside *its* grid.

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The jump drive can carry some volume around the ship as well. Then it will work.

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The problem is, this allows moles to get onto your grid and do damage with less restraint. One of the critical things about being able to use your jump drive is to ditch unwanted vermin and loose, clangy pieces you can not find otherwise.


If anything, it should be able to delete intruders and loose subgrids as a function, otherwise, one loses a very critical and valuable utility function of jump drives.

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