Alteration to wake scanning - You follow them no matter what their jump range?

Robert Maynard

Volunteer Moderator
How is it handwavium? The hyperspace jump tunnel is still there and you're simply able to re-use it before it collapses?

Magic range increase for following a player (that may be a friend)....

Makes a mockery of any compromises that the player being followed has had to make to achieve their jump range.
 
Don't like this idea at all. The jump range on my Asp etc is my "get out of trouble" card. I know if I can jump I can get away from whom ever is attacking me. Your idea completely defeats my main form of defense against attackers. Just makes it easier for gankers to do there work.

It also smells of more "Handwavium", how can a ship with only a 15 Ly jump follow my 40+ Ly jump? The jump tunnel is there but the following ships FSD field is still only good for so long and will collapse dropping the short range ship at some point in the tunnel route.
 
I love this idea so much that already suggested it a year ago. Mostly because imo wings should be able to travel as far as the fastest ship. Would create an incentive for group exploration, especially in dangerous alien controlled space.
 
im an explorer so i think about the issue more than OP did since its especially foremost in any explorers mind why this is a bad idea - because i can see one very annoyed wake jumping bounty hunter calling the fuel rats for help. perhaps with no fuel at all and running out of life support also as a result.
 
I like this, after all the fuel is consumed creating the wake, seems reasonable that a smaller ship (masslock factor) or equal could follow, a larger one could not.
 
I love this idea so much that already suggested it a year ago. Mostly because imo wings should be able to travel as far as the fastest ship. Would create an incentive for group exploration, especially in dangerous alien controlled space.
couldnt this be solved by outfitting a very large ship with hangars that can handle vultures and vipers for example? so they dock first then the big ship with its big jump range takes them there? i like the idea of mini-fighter carriers to explore places where thargoids may be prevalen danger.
 
Even then you're giving an advantage to people who don't need one and punishing someone who needs the leg up.
It's fine as is IMO.
You mean giving a jump advantage like jumponium... like neutron stars... but without breaking new jump ranges?

A trade ship should out jump combat vessel, as its sometimes the only option they have
You will arrive in your destination many seconds ahead of anyone re-using your jump? Use it wisely? Jump somewhere else?

See "Note 3" in OP!
 
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Robert Maynard

Volunteer Moderator
I love this idea so much that already suggested it a year ago. Mostly because imo wings should be able to travel as far as the fastest ship. Would create an incentive for group exploration, especially in dangerous alien controlled space.

... as the slowest ship, surely - unless any semblance of balance is being thrown out in favour of facilitating Wings to travel as fast as possible?
 
Magic range increase for following a player (that may be a friend)....

Makes a mockery of any compromises that the player being followed has had to make to achieve their jump range.

You mean a little bit like jumponium and magic neutron star light?

... as the slowest ship, surely - unless any semblance of balance is being thrown out in favour of facilitating Wings to travel as fast as possible?

If this adds to gameplay/outcome fine...

What issues would jumping at the longest range ship's jump range (within reason) cause?
 
I'd rather not. It's already bad enough that NPCs can follow the player ingoring their own jump range.

I still have hopes (although very, very little) that this game one day will have a coherent, plausible game world.
 
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I'd rather not.

I still have hopes (although very, very little) that this game one day will have a coherent, plausible game world.

I find re-using an already opened jump through hyperspace more realistic than magic neutron star light to double jump ranges?
 
I find re-using an already opened jump through hyperspace more realistic than magic neutron star light to double jump ranges?

Two wrongs don't make a right. :) That's how we got to the current game world, full of contradictions and incoherences.
 
Other opinions vary. :)

Breaking news... This in! Opinions vary!

Two wrongs don't make a right. :) That's how we got to the current game world, full of contradictions and incoherences.

Possibly... Maybe... But I'm more interested in useful mechanics... If I see a (plausible) mechanic that can add game dynamics while not creating issues, then that's good in my book.

But I can understand the issues folks see with it. We all have our own value set etc...
 
I like the idea too.

Maybe also do something like damage the FSD by x% for every LY over-range it goes too, for a bit of a downside. That way you could remove the distance limit, but if you jump say +50% beyond your base range your FSD would be quite badly damaged at the end (mitigation: AFMU).
 

Robert Maynard

Volunteer Moderator
Breaking news... This in! Opinions vary!

Indeed - especially as the title states that *any* range jump could be followed. That could be over 120LY if the target used jumponium - followed by ships that would possibly be hard pushed to achieve 10% of that range.
 
I like the idea too.

Maybe also do something like damage the FSD by x% for every LY over-range it goes too, for a bit of a downside. That way you could remove the distance limit, but if you jump say +50% beyond your base range your FSD would be quite badly damaged at the end (mitigation: AFMU).

Yeh, that's another (alternative) nice compromise. I'll add that to my OP if that's OK?!
 
Don't forget, the aggressor has to have a wake scanner fitted first.

Not many PvPers will give up a precious shield booster for that. :p

Then they have to scan it. In all likelihood, you would have reached your exit point by then.

Then they have to charge they FSD and jump. By this point, your cooldown will be done, and you could have either dropped out of SC, or get ready to jump again.

If you do jump again. And they catch a sniff of your wake, then the chase is on - this is known as gameplay. :p

Dropping out of SC after the jump, then performing a "stealth jump" is almost 100% guaranteed win.

I still like the idea - with limitations of course. Maybe just a maximum of 50% of the jump range again.

CMDR Cosmic Spacehead
 

Robert Maynard

Volunteer Moderator
If this adds to gameplay/outcome fine...

What issues would jumping at the longest range ship's jump range (within reason) cause?

Oh - nothing, if the fact that three FdLs could travel as fast as the stripped out AspX / Anaconda that they were Winged with would not be an issue....

.... come to think of it, Wing travel was discussed quite some time ago and the Dev involved came around to the fact that levelling range up was not a good idea. It'd be a challenge to find it now though.
 
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