Don't Touch Warp!

fair point.

I just noticed that if you use the autopilot to exit warp you can rapidly come to a standstill without having to use the mouse wheel to decelerate warp speed to exit.
Exit speed is still around 2km/s, but using the boost button and autopilot-stop you can come to a complete standstill in a matter of seconds.

Here is a video demonstrating exiting warp with autopilot-stop:

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Thanks Ovrki1. Was worried they might take it down with too much description because of the music - they might think I am trying to market something so I didnā€™t want to push my luck. Anyway, it did take awhile to do and get the music right because the footage was uncut to emphasis no loading screens. :grin:

Yeah, I will do that today. Thanks

EDIT: I just joined Reddit and put it in Battlescape thread. Thanks again Lucas.

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Thanks TARS, I will do that next time. :blush:

Please donā€™t make any teleporting travel. It breaks the sense of the game world. I hate this in EVE Online where i jump from gate to gate and iā€™ve no idea where i am in relation to everything else. If there will be a method of fast travel faster than the current sub-light warp speed let us still see around us traveling to the destination similar to EVEā€™s warp (select destination, ship spools up and off you go, reaching the destination in 20 seconds).

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My understanding now is that instead of teleporting we will have different warp capabilities depending on distances. I just hope the present warp isnā€™t changed too much and that the longer more distant warp drives do have more tunnel like effects. Either way no loading screen so very cool.

Not sure what you mean by not having an idea you are in relation to everything else, as EVE has a Galaxy and system maps. I will say this though, 20 seconds sounds appealing after spending 10~20 minutes traveling between points in ED.

One change i would make right now is to return your speed to the base warp entry minimum, rather than dropping out at the same speed you are ā€œat warpā€. Gameplay wise it feels unintuitive, lots of people manually drop warp only to crash into a planet, and itā€™s inconsistent with the concept of ā€œwarpā€ (in warp, you arent going faster, the space is shrinking around you, so it doesnt make sense for momentum to apply to a momentum independent technology.)

Interstellar jumps can be done properly so that it doesnt just feel like a shiny loading screen (ED, blegh) by having star positions update around you as you follow the jump line, and maintaining the ability to drop out in deep space if you really want to. Battlescape is just a single system though, it shouldnt need jump drives.

Also you donā€™t need to triple post, thereā€™s an edit button.

No Madflies were killed in this video

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Keith actually mentions the jump drive, and jump fuel, inā€¦ I think it was the BlueDrake video from last weekend. It sounds like jump drives, and jump fuel, are planned for Battlescape. That kinda suggests that the plan is for warp to remain sub-lightspeed. Or, at most, a small multiplier of the speed of light.

I donā€™t under stand why limit it to lightspeed sense the whole point of a warp drive is to go faster than the speed of light so I think they should make it atleast 2x that speed also I would prefere to open a worm hole over a jump drive that way a whole group could follow so you donā€™t just jump out of a battle.

The purpose of thrusters is to give players a maneuvering system for combat. The purpose of warp is to give players a means of maneuvering around the planetary system. Whether 20m/s or 20c, the speed of warp depends on the travel times that it produces and how those travel times fit with the rest of gameplay.

As for jump drives, thereā€™s no reason that a jump drive cannot involve some shared construct. A wormhole. A gravimetric anchor. A Chondris reflector. Whatever. The only important bit is the gameplay that results, and I too would like to see players stick together when traveling over long distances, no matter the fiction employed.

I believe the whole point of a warp drive is to travel long distances in a convenient period of time. That may mean travelling at 0.25c, 2c or some variable speed dependent on gravity disruption - That depends on what makes for the best gameplay.

The dead thread rises again :slightly_smiling:

Let that be ā€œorganicā€, as some people love to throw that around. Let them regroup at a rendez-vous point or follow their own heart or try to be the sneaky scout.
The solar system is small enough to, with well enough highlighted POI, make your path without forcing it.

Technically, the alcubierre drive is theoretically possible for ā€œwarpā€ without exotic matter(aka negative mass), however, this limits the top speed to c. So, if the Infinity Lore accepts that there is no such thing as exotic matter, then their system reflecting an alcubierre drive follows realismā€¦(sort of, still extreme Sci-Fi for the future)

To travel distances faster than c, some other method would be necessary, such as wormhole travel(which can be discussed in your other thread if you like).

Which does require exotic matter in order to pass through. Itā€™s really, really hard to break the light barrier without creating a pocket of negative energy density. Antigravity is involved in every theoretical concept Iā€™ve heard of to date.

If they make it to where only capital ships and corvettes have jump drives (faster than c travel), then I think we might see a natural inclination for players to group up before attacking a point of interest.

Have the capital ship create a spherical build-up that will carry anyone inside along with it, or alternately have docking areas for ships so they can deploy on arrival.

Corvetteā€™s could have their own personal jump drives for use in guerrilla tactics, and that would also give them a significant distinction from bombers.

Supplement it with stations that have static jump rings for stragglers and individuals that want to go alone. As always, everyone would be capable of warp.

Considering we havenā€™t even seen realistic solar system sizes in play yet, the jump system will become paramount.

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Note that this is the gameplay frequently encountered in ARMA 3; infantry can get anywhere they want to on foot. They can get there faster in limited-availability vehicles. They can get there fastest by relying on the mass transport option of helicopters.

95% of players prefer to use helicopters because they expedite the movement process.

Applying the ARMA 3 gameplay to Battlescape would see singleships with a maximum warp speed of 1c in interplanetary space. Capital destroyers and cruisers would be slow jumpers at perhaps 3c and 2.5c. Capital carriers would be fast jumpers at perhaps 10c. Corvettes are a bit of a wildcard, but might also be fast jumpers and may be able to carry one or two singleships.

Note that moving 1AU at 10c still takes 50 seconds, so those speeds may be low. A singleship moving solo over that 1AU distance takes over 8 minutes. Itā€™s a hike, but it can be done. Sadly, itā€™s much more boring that walking across terrain. But when moving over shorter distances, such as between moons, singleships wouldnā€™t need to wait for the carriers.

One of the really interesting multiplayer aspects of ARMA gameplay is getting transportation sorted out. Carriers have different capacities and speeds. They can also bring in logistical support such as repairs, fuel and ammo. Those are all things that could make Battlescape gameplay more varied.

If destroyers are supposed to protect carriers, they need to be able to keep up. But in principle, having carriers as a mobility multiplier for small craft is a good thing and strengthens the carrierā€™s importance.

  1. Destroyers jump earlier.
  2. Destroyers jump from a closer point
  3. Carriers donā€™t move at full speed

If the ARMA model is used, then carriers will be in constant motion, making multiple trips to and from the various fights, transporting singleships wherever theyā€™re needed. I wouldnā€™t expect a carrier to hang around a fight, waiting to get attacked, so they rely on speed and any available defensive ships to deal with threats.

In other words, think of the destroyers as ships that secure jump arrival points for carriers. Landing zones. Dropping a carrier into a hot landing zone is a good way to lose the carrier and everyone on board.

If, on the other hand, carriers are resident spawn points for singleships then itā€™s a very different model. All the capitals would arrive together like a flotilla and duke it out like one. It would be a set piece battle as with the ICP.

Note that thereā€™s no reason that carriers could not deploy some sort of stationary structure that holds such a spawn point. At its simplest, itā€™s just a big cube that floats in space. The carrier pilot pushes a button and the cube appears next to it. It becomes the local space fort. Replenish it with as many field resources as you want (e.g. spawns brought by carriers) and be sure to defend it. That would retain carriers as lightly-armed and -armored transports that are expected to be lost occasionally.

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