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April 20, 2009 at 8:06 pm #9809"RenegadeJedi":1dpy4iqj wrote:As for the straight line bullshit, again, they do not travel in straight lines. It’s been said in the books (look at the Coutship of Princess Leia; Luke is mentioned being able to vastly decrease a jump’s time by curving the jump to a greater extent than navicomputers can safely), and physics agrees, too–even light doesn’t travel in a straight line over any astronomically-significant distance.
Physics note: the speed of light isn’t exactly 3×10^8; it’s very slightly below that. However, for the sake of simplicity, I assumed it as 3×10^8.[/quote:1dpy4iqj]
I’m just going to bow out of the first part of the argument considering my physics knowledge isn’t as high as it should be (I’m still reading a lot of stuff).
The second part, however. It’s also noted in the books that hyperspace routes could be tracked simply by matching the first ships bearing and entering hyperspace along that same bearing and basically guessing at how long the other ship stayed in hyperspace. If the ships didn’t stay in some form of a straight line, this would never work, since similar hyperdrives would stay on the same path while faster or slower ones would divert differently if the path were curved by outside forces. So it seems there are canonical sources for either model.
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May 5, 2009 at 6:06 pm #9888
I was going to rant about how silly certain people sound while banging the pulpit of canonicity, but I decided not to. This is a game, not a Star Wars simulator, and definitely not a relativity simulator.
Personally, I see nothing at all fun about having to spend two hours trying to get from Coruscant to Tatooine, all of which with no comms at all. I also see nothing at all fun about having to spend three or four days trying to drift back to a hyperspace route.
I also see nothing at all fun about one clan getting enough interdictors to choke a horse, that get restored every time they get blown up, and being able to stop the whole game’s space travel by doing the text-based equivalent of spawn camping.
Just my $0.02
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May 5, 2009 at 7:05 pm #9889"CruelAngel":2kn4bbu5 wrote:"RenegadeJedi":2kn4bbu5 wrote:As for the straight line bullshit, again, they do not travel in straight lines. It’s been said in the books (look at the Coutship of Princess Leia; Luke is mentioned being able to vastly decrease a jump’s time by curving the jump to a greater extent than navicomputers can safely), and physics agrees, too–even light doesn’t travel in a straight line over any astronomically-significant distance.
Physics note: the speed of light isn’t exactly 3×10^8; it’s very slightly below that. However, for the sake of simplicity, I assumed it as 3×10^8.[/quote:2kn4bbu5]
I’m just going to bow out of the first part of the argument considering my physics knowledge isn’t as high as it should be (I’m still reading a lot of stuff).
The second part, however. It’s also noted in the books that hyperspace routes could be tracked simply by matching the first ships bearing and entering hyperspace along that same bearing and basically guessing at how long the other ship stayed in hyperspace. If the ships didn’t stay in some form of a straight line, this would never work, since similar hyperdrives would stay on the same path while faster or slower ones would divert differently if the path were curved by outside forces. So it seems there are canonical sources for either model.[/quote:2kn4bbu5]
While I didn’t bother to check every book, ever, the few instances that I remember that approximate what you’re speaking of aren’t talking about actual jump; they’re only talking about HEADING… as in, where they’re heading. Due to reasons we’ve (as in this thread, not you and I specifically) already been over, systems had designated jump in/out vectors for hyperspace routes.
Take roads, as an example: if they get on an on-ramp to a highway, and you track how long they’re on that highway, sure, you can figure out where they end up–but that doesn’t mean the highway is in a straight line!
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June 13, 2009 at 4:20 pm #10060
One of the problems I have with the game is that other ships stop you from going to hyperspace, but planets don’t. It should be the other way around.
It would mean that ships can’t be used as mini gravity wells, which I think is a good thing. Make grav-well generators something that most people -need- in order to fight a battle, rather than just an annoying extra.
Another possibility is to allow ions to disable hyperdrives, like other systems, randomly when you get hit with your shields down.
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June 15, 2009 at 2:02 am #9993
Planets do stop you, have you ever tried hypering out near a planet with no ships around?
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June 15, 2009 at 2:31 am #9996"Rojan QDel":rymr8tfc wrote:Planets do stop you, have you ever tried hypering out near a planet with no ships around?[/quote:rymr8tfc]
They both stop you; ships shouldn’t, though–except in the cases of interdictors, and, likely, space stations/etc. in VERY close proximity (there’s no cases I can think of where ships jump to hyperspace super close to something like a Golan or an orbital shipyard, likely for that reason; on the other side of that, the Death Star -did- create a mass shadow).
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June 15, 2009 at 4:22 am #9999"Rojan QDel":3mj6y7o6 wrote:Planets do stop you, have you ever tried hypering out near a planet with no ships around?[/quote:3mj6y7o6]
Yes. Planets do not stop you from hypering -out-. This allows for the common tactic in blockade "defense" by insta-hypering out the defense to retreat it.
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June 16, 2009 at 10:19 pm #10125
Ok, thinking about the metagame. – And that’s the ‘good’ metagame, not the jackassey metagame.
Hyperspace, jumping and all sorts can potentially have a pretty major and good effect on the games strategy for ship to ship battles.
For example, doing something like giving each ship image a ‘hyperspace radius’ stat. Fighters smaller, larger ones bigger, obviously. This would then allow things like space stations and such around the planet which ‘funnel’ ships into certain inspection routes as well as other things.
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