Star Citizen Jump points DO have rings around them. /s
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IIRC, they said that these static jump points have had their restrictions removed, but the non regulated points will have various size differences that would increase the difficulty for larger ships?Well, with all the psychedelic fireworks to be expected in the final itteration of the wormholes I guess a little navigational help like those HUD loops are in order.
That is as long as you can actually see the HUD at all. In some lighting conditions and in some rides...
Anyone got alien ships?
Or a Nomad?
All together now!
"..
Blinded by the light
Revved up like a deuce, another runner in the night
..."
By the way, anyone else irked that they dropped the size restrictions for wormholes?
I know, i know, on a cosmic scale even an Idis is naught but a spec of dust.
But personally I liked the idea of slipping into places through a backdoor the big guys simply can't use.
Indeed.This is all early stage mechanisms that will have several iterations before they settle on something.
Perhaps a scout craft that contains an end point generator portal for the main ship or fleet to travel to from the ORIGINal point of jumping?I'm calling it now, my Crystal Ball says Origin "Jumpworks" will have a proprietary jump point generator of their own which will not need a point to go system to system, but will need and existing jump point to exit from.... It just makes sense considering their works name.
Player discovered jump points are definitely something that needs to be in the game….eventually. That’s one of the Carrack’s main selling points isn’t it? That you can discover jump points then exploit/sell said points.As long as jump point generation is a feature of ships with an existing role, and they are rare and expensive to make, that would be great.
I remember lots of discussion, including in the latest ISC, of plans to have naturally-occurring jump points that players could discover, which would be temporary and would go to an unknown destination. I hope that does make it into the game eventually.
Maybe I've forgotten some design goal discussed for this long ago, and there are already plans for player-created jump points. But since I can't remember if this is planned, here's what I think that could be. There should be slots for jump point generators in existing ships in an existing role, like exploration ships. It would suck if lots of ships could create them - they should be a bit niche and special. However, I don't want a completely new ship role to be invented for generating jump points, we have more than enough roles already. Creating a jump point needs to be a fairly major and uncommon event, and it should consume an expensive resource. It should take hours or tens of hours of player time to gather (or earn credits to buy) the consumable resource to do it once. Different sized jump point generators could create jump points of different sizes, each requiring an exponentially higher amount of the rare resource than the next smaller size, they should not last very long at all, and perhaps there should be a maximum number, or maximum total mass of ships that can pass through one, as well as a maximum size. Creating and using one should be memorable event.
But obviously that's just me.