Is it possible to misjump in game?

It wasn't just thargoids that caused misjump in earlier games, I'm pretty certain that we could throw a spanner in the works too.

Now that's a feature I'd like to see in the game, a forced misjump that gets you out of trouble, but has a slightly "random" nature to it...
 
I had several spectacular misjumps in my Panther Clipper on F:E2. Often ending up hundreds of light years beyond what my drive was capable of. With no fuel scoop fitted it was a death sentence as there was nothing out there civilisation wise.

It was always Murphy's Law that when you scrimped on drive maintenance it would fail, leaving you with several hundred tonnes of rubbish in your cargo bay and no way to get a new drive on the largest ships even if you avoided a misjump.
 
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It wasn't just thargoids that caused misjump in earlier games, I'm pretty certain that we could throw a spanner in the works too.

Now that's a feature I'd like to see in the game, a forced misjump that gets you out of trouble, but has a slightly "random" nature to it...

How about a distance slider bounces back and forth, gradually slowing, until we see what system we land in?
 
There's only one time when you'd want a totalled drive, and that was when you had an imp courier/trader. You could then fit a bigger one. In those days you couldn't just swap out the engines on those particular ships.

Generally though, I'd agree that writing off your only means of getting home in a missjump = bad idea.
 
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This would be a really fun addition to the game, should it ever make an appearance.

Agreed! I'd imagine a 'warp scrambler' module designed for larger combat ships. It could scramble the FSD for smaller craft based upon mass and module power... with the chance of blocking a jump attempt (target can retry their jump). A side effect could be the ship jumps, but ends up in the wrong (nearby) system or potentially gets dropped between systems. Where the pilot would need to replot course and jump.

Unlikely to see that.. but it'd be a neat game mechanic.
 
The closest I've had to a mis-jump was traveling to a station in SC and the game dropped me out about 90km from the station so I decided to continue to it anyways just for the giggles, got there and it was a ghost station, ships just hanging there in space, station unresponsive, obviously the instance hadn't loaded ... Jumped to SC and back again and everything was fine.
 
How about a distance slider bounces back and forth, gradually slowing, until we see what system we land in?

It's a "forced misjump" to escape pirates, not a "choose how far you want to jump" situation...

[noob]

For use in emergency situations only, a slider kind've defeats the point...
 
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There's only one time when you'd want a totalled drive, and that was when you had an imp courier/trader. You could then fit a bigger one. In those days you couldn't just swap out the engines on those particular ships.

Generally though, I'd agree that writing off your only means of getting home in a missjump = bad idea.

I can't remember what drive the Clipper and Courier carried, but I guess it was around a class 5 or 6 (as you say the only way to change it was to destroy it). The Panther had a huge drive that wasn't available to buy and was bespoke to the ship.

I always wondered what would happen if you ran the tiny lifter until it's interplanetary drive died and replaced it with one of the Miltary drives. If you could squeeze a class 3 military drive into it, I reckon it would be able to jump 100 + LY (the Krait could do 50 LY with a Class 3) ��
 
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It isn't. Yet. In the future, who knows? 'Something' might pull you into Witchspace down the road. :D
 
In the lore, as I understand it, prior to the Elite Dangerous timeline, the way of travelling between systems was through a medium known as "Witchspace". Jumps through this medium were fraught with potential danger such as misjumps (you could end up anywhere, even too far from the nearest system for your jump drive), or encountering less-than-friendly alien ships. By the time ED comes around, we've invented a new form of fast travel which takes you through hyperspace rather than witchspace. This is much safer and there are no misjumps or aliens.

Larger vessels such as capital ships (and possibly Jaques) still travel through Witchspace as the amount of energy required to get them into hyperspace is too large. This is why capital ships emerge with the cool lightning effect (previously seen in FE2).

I don't believe this is true. I'm pretty sure Michael Brooks made a post a little while ago and stated that capital ships use the same Hyperspace jumps that regular ships do. They just require far more power to do it, which is why you get the extra effects. I believe all the witchspace lore has been re-fitted to being something that only the Thargoids have access too. Remember there hasn't been a confirmed war with them either. Just rumours and myths and some old skirmishes that may or may not have been with aliens.
 
Lifted from the Frontier Elite 2 Manual:

MIS-JUMPS


Hyperdrives almost never go wrong, but if you are unfortunate enough to
suffer a spontaneous misjump, you can get into serious trouble. You will
emerge somewhere other than your planned destination, which may be out of
range for your remaining fuel. It is even possible to mis-jump beyond the
maximum range of your drive. If indeed your fuel reserves are too low or
the Hyperdrive is broken, your only hope is to call for help (Communication
icon F4) and risk pirates responding. It is not entirely understood why
mis-jumps happen but an unserviced Hyperdrive is a likely culprit. There
are no reliable statistics available on the occurrences of mis-jumps as
most ships are never found. A missing ship could just as easily be the
result of piracy.
Would be an interesting game mechanic (most affecting explorers, though I'm sure there could be some way to counter it)


FORCED MIS-JUMPS


Faulcon De Lacey do not condone this practice as it has an unpredictable
effect on the Hyperdrive. It is the equivalent of blindly jamming a
screwdriver into the works. We feel that it needs to be mentioned as a
warning because foolish pilots do use it as a last resort to escape
pirates. If they are being pursued by a larger pirate ship with a
Hyperspace Cloud Analyser they force a mis-jump by pressing the Alt key
while activating the Hyperspace icon or the F8 key. The pirates follow
them into hyperspace only to find that their quarry is nowhere to be seen
and is in fact somewhere else, frantically trying to work out exactly where
they are. The Hyperspace Cloud Analyser cannot distinguish a mis-jump from
a normal jump.

This is why there should definitely be forced misjumps... They would be awesome!
 
This should have been a misjump :

[video=youtube;YGA6MZ-T73M]https://www.youtube.com/watch?v=YGA6MZ-T73M[/video]

Jump at just the right time so that an interdiction triggers an FSD failure just as you enter Witchspace!
 
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