two questions about hyperspace jumping

There must be threads about this, but my searches did not turn up anything specific.

1.
I seem to remember that in Frontier I was unable to do a hyperspace jump while under attack. How is this going to be handled in ED?

2.
Will we be able to force mis-jumps like in Frontier?
 
I do not remember that in Frontier I could not make of jump in case of attack. On the contrary, the jump saved me the life more than once during an attack
 
Based on what I've read from the Design Discussion Archive:

1 - Yes, but it'll take longer to charge, especially if you're getting nailed by weapons fire.

2 - Yes
 
I do not remember that in Frontier I could not make of jump in case of attack. On the contrary, the jump saved me the life more than once during an attack

I am a bit confused about this myself. My memory is very unreliable sometimes. I could not find anything in the Frontier manual. Perhaps it was another space sim?

What I remember is that when ships in close vicinity were enemies (red on the radar) you would hear an alarm and were unable to engage the jump sequence.
I also remember some frustration about this :).

I believe you should be able to jump, but be extra vulnerable for the duration of the countdown. Perhaps you should not be able to jump with your shields raised or something like that.
 
I am a bit confused about this myself. I could not find anything in the Frontier manual. Perhaps it was another space sim?

What I remember is that when ships in close vicinity were enemies (red on the radar) you would hear an alarm and were unable to engage the jump sequence.
I also remember some frustration about this :).

I believe you should be able to jump, but be extra vulnerable for the duration of the countdown. Perhaps you should not be able to jump with your shields raised or something like that.

IIRC, you couldn't use stardreamer during those times. You could still jump.
 
I am a bit confused about this myself. My memory is very unreliable sometimes. I could not find anything in the Frontier manual. Perhaps it was another space sim?

What I remember is that when ships in close vicinity were enemies (red on the radar) you would hear an alarm and were unable to engage the jump sequence.
I also remember some frustration about this :).

I believe you should be able to jump, but be extra vulnerable for the duration of the countdown. Perhaps you should not be able to jump with your shields raised or something like that.

I have no memories of this in FE2. But I remember once, just after a jump into hyperspace, arrived in the new star system, I was touched from behind by an enemy missile which had followed my trajectory in the hyperspace jump

:p
 
There must be threads about this, but my searches did not turn up anything specific.

1.
I seem to remember that in Frontier I was unable to do a hyperspace jump while under attack. How is this going to be handled in ED?

2.
Will we be able to force mis-jumps like in Frontier?


In ED I suspect you will be able to jump unless mass-locked, BUT in the current alpha you have to select Hyperspace jump from the left-hand side menu (which takes time) & your controls are frozen for 10 seconds while the countdown happens. In effect, jumping out of a combat situation is not practical because you will probably have been destroyed before it happens. :(

Nothing has been mentioned about intentional mis-jumps.
 
Nothing has been mentioned about intentional mis-jumps.


Forcing mis-jumps would be a cool trick if someone tried to follow you using a hyperspace cloud analyzer.
In Frontier you could do this by holding alt while activating the jump.

The Frontier manual says:
"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." :)

I really would like to try this in Elite Dangerous. I expect FD would add some cool visual and soundeffects tot a mis-jump.
 
The Frontier manual says:
"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."

It'd be amusing if when we have avatars, the way to force a misjump is buy a screwdriver, go to the jump engine control panel or bay and jam it in while the countdown is going.
 
It'd be amusing if when we have avatars, the way to force a misjump is buy a screwdriver, go to the jump engine control panel or bay and jam it in while the countdown is going.

I'm afraid you would never be using that jump engine again. It might also mess up your avatar's hairdo.
 
Just to save everyone from reading the whole post, here's the relevant part. (my emphasis)

"Misjumps have their own set of rules:
  • Misjumps can result from a number of scenarios
    • A hyperdrive malfunction can result in a misjump
    • A galactic map malfunction can result in a misjump
    • Activating the hyperdrive inside certain space phenomena can result in a misjump
    • Attempting to tail-gate another ship’s jump can result in a misjump
  • A misjump transports the ship to a new destination
    • This distance between the new destination and the target destination is a random value based on the distance travelled (the longer the jump, the greater the misjump range potential)
    • The misjump destination may be the outer limits of an inhabited system, or a dark system
      • Such systems may not yet be in the player’s galactic map
    • Very rarely, a misjump can result in turning up somewhere else
  • After a misjump, the hyperdrive automatically runs a diagnostics test for a duration before it can be charged again
  • There is no way to force a misjump other than directly sabotaging the hyperdrive module to guarantee a malfunction"
So - How do I sabotage my hyperdrive module ? ;)
 
There is no way to force a misjump other than directly sabotaging the hyperdrive module to guarantee a malfunction

Thank you Stu2 for posting the link.

That is however very unfortunate.
Why has this been taken out?
It would be a cool tactics to use and would make for some great gameplay.

They should have left it in.
They could have made it so that it would not mislead a pilot that was tailgating, because the pursuer would be in the slipstream of the jumping ship and would always take the same route as the ship being followed... including if it mis-jumped accidentally or deliberately. I feel that would make sense.

The deliberate mis-jump to escape a pursuer would only work if someone did not slipstream, but instead used the hyper drive cloud analyzer to follow a fugitive.

I will make a proposal out of this.
It will probably not get through, but I have to try. I think this is a missed chance for cool gameplay.

EDIT:
Request posted:
http://forums.frontier.co.uk/showthread.php?p=326695#post326695
 
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