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Author: Subject: Lets call it a scar...
tha_rami
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[*] posted on 4-29-2008 at 01:41 AM
Lets call it a scar...


I had this idea, and its mostly geared towards multiplayer.

One of the most difficult things in PvP is that an opponent can jump away. One way of solving this problem is having jumps create a slipstream or scar.

This way, a jump would leave a small artifact or disturbance that acts as a wormhole to the jump destination for, lets say, 30 seconds.

It would allow for interesting things, although the coolest things I can imagine would be lifting, tricking enemies into difficult locations (think nearby Black Hole) and things like that. To avoid accidentally running into them, I'd say you can only enter them if you've already pressed F2 but have not actually jumped yet.

Ideas? Pros? Cons?




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[*] posted on 4-29-2008 at 01:44 AM


I think being able to follow them would be fine.




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[*] posted on 4-29-2008 at 04:55 AM


Agreed with the_rami for a change.
Following a foe could be quite interesting




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[*] posted on 4-29-2008 at 05:17 AM


I once talked with Vice about the idea of long range scans using the nav console. But we ran into technical problems.

I agree that it should be possible somehow to detect / follow ships out of local sensor range.




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[*] posted on 4-29-2008 at 04:34 PM


How about light class ships such as a scout that can only be fitted with a piece of gear such as a long range scanner? Only way to find jumped ship is for the scout to scan, find his position, jump to it, give coordinates so his/her fellow clan pilots can jump to him and let the ensuing conflict continue ... it should be moderately difficult for a scout to find the position, maybe having to triangulate the position somehow?
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[*] posted on 4-29-2008 at 04:37 PM


Battle could be over if to much time is involved and enemy must return to fight anyway.
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tha_rami
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[*] posted on 4-30-2008 at 07:57 PM


So, in any case, a direct way to follow opponents, in my opinion with this 'scar', is a good idea?



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