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psydev
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delay when coming from hyperspace encounter
« on: October 10, 2008, 01:27:54 pm »

    I'm sure you guys have experienced this: You are deep in enemy territory (e.g. Ur-Quan) and encounter an enemy. You do combat and escape. However, when you get out of the encounter, you see your ship spin in circles before you're able to maneuver in hyperspace again, giving your enemies precious time to close in and swarm you. Quickly you become encircled and can't escape without fighting off 5 or 6 enemy battle groups.
    Would anyone else support the idea of removing the time delay that allows the AI to move while you are doing the spin-thing after coming from an enemy encounter (or leaving a star system maybe, too?).

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Alvarin
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Re: delay when coming from hyperspace encounter
« Reply #1 on: October 10, 2008, 02:05:08 pm »

No , I , personally would be against it - if you are not prepared to fight - don't go to enemy territory .
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Elvish Pillager
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Re: delay when coming from hyperspace encounter
« Reply #2 on: October 10, 2008, 02:49:47 pm »

Or do go, but avoid all the battlegroups. There's no reason to fight hyperspace ships unless you want the RU or the plot demands it.

That said, do I think it's a little harsh to have to fight 20 ships for making a little mistake in hyperspace travel.
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Re: delay when coming from hyperspace encounter
« Reply #3 on: October 10, 2008, 03:36:09 pm »

I'm against it.

I like the idea that you have to EARN your way into Ur-Quan space. (The biggest danger, I suppose, is when one of those spoors turns out to be a Probe, and approaches you much faster then the other battlegroups. You have to be ready for this too, and I think it rightly adds to the games challenge.)

Long story short, don't go to enemy territory if you're not ready, as Alvarin said.
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Death 999
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Re: delay when coming from hyperspace encounter
« Reply #4 on: October 10, 2008, 07:53:06 pm »

I'd reduce the delay, but leave it in; to compensate, I'd add a smarter AI for battlegroups so that groups of a single type do a better job at cutting off and surrounding you rather than just forming into one enormous bullet that it easily evaded. Use this in-system as well.

On the balance, that would make life a lot harder.
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Shiver
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Re: delay when coming from hyperspace encounter
« Reply #5 on: October 10, 2008, 11:12:37 pm »

I would be in favor of adjusting the hyperspace behavior of other fleets, even for vanilla UQM. I just don't think it's worth the effort. The core team has better things to do.

While we're throwing ideas out there for something that will probably never come to pass, I would prefer if friendly fleets that recognize the player didn't try to mob you from all sides. Why waste all the fuel just to have five different patrols say hi to Captain Zelnick? That doesn't make sense. Another idea: It would be neat to see some fleets enter hyperspace and seek each other out during interspecies conflict instead of the player. You know, Ur-Quan groups running into Kohr-Ah, Ilwrath running into Pkunk, etc.


Edit: Cleaned up a confusing post.
« Last Edit: October 11, 2008, 04:34:35 am by Shiver » Logged
psydev
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Re: delay when coming from hyperspace encounter
« Reply #6 on: October 11, 2008, 08:42:38 am »

It might also be cool if friendly ships had a friendly-ID transponder so that you know whom to seek out when in mixed territory instead of just guessing. The enemy could remain "unknown dark blob".
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psydev
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Re: delay when coming from hyperspace encounter
« Reply #7 on: October 11, 2008, 10:44:29 am »

I forgot to mention--one of the reasons I brought this up was the fact that when you are being swarmed, you can't even press spacebar after an encounter/before a new one to save/load your game. I found this very annoying.
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Dabir
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Re: delay when coming from hyperspace encounter
« Reply #8 on: October 12, 2008, 09:12:16 am »

If they're baddy ships, the "Game" option appears below "Attack" and "Communicate"
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Tiberian
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Re: delay when coming from hyperspace encounter
« Reply #9 on: October 12, 2008, 12:40:34 pm »

I think it is reasonable that if the player goes deep inside enemy territory, he gets surrounded by enemy ships - like when caught in hyperspace.
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Re: delay when coming from hyperspace encounter
« Reply #10 on: October 13, 2008, 05:28:14 pm »

I would be in favor of adjusting the hyperspace behavior of other fleets, even for vanilla UQM. I just don't think it's worth the effort. The core team has better things to do./quote]

I think that this would by definition be a mod, a substantial difficulty increase in the game. Definitely not vanilla territory.

Let's find the chase logic and see what that function has access to in terms of game data. If chasers can see other chasers, that would make everything a lot easier - we'd only need to change the function body, and not have to refactor.

Assuming that's the case, then all we need is an algorithm. I'll mull it over.
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