Jump Drive

Freeform discussion about anything related to modding Transcendence.
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Aeonic
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If its possible for the ships in UG Wingmen to use jump drives to escape when in danger, would it be possible for an enemy ship to do just the opposite - to use a jump drive to appear near the player's ship?
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Prophet
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It most certainly can, and in fact, is easier/better than the jumpdrive.

In one of my Iocrym mods, I had the command ship perpetually jump 10 ls directly behind the player. No running away from him!
You could have any kind of behaviour with enemies because they are not limited to the 500 ls range that the jumpdrive is.
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Aeonic
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Would be sweet to have some enemy ships that warp in, and then shortly after teleport to somewhere near the player's location. Surprise! Suddenly you're surrounded by enemy ships. Would be almost like being attacked by cloaked ships.
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Prophet
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I believe only the Iocrym have the tech level for jump drives. Obviously there are others that we haven't met yet.
The Order of penitence could use it as a pseudo cloaking effect.
This would be a cool feature for the penitents to have. It would make their dinky little dark-fire pea shooters worthwhile if 10 of them 'un-cloaked' around you and started hoseing you down.
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Darth Saber
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Reminds me of various Star Trek episodes where the cloaked Romulan Warbirds would suddenly begin "hosing down" the Enterprise shortly before dropping their cloaking shields.

Essentially this concept is seen in practice when escorting freighters for the shipping company. At first you do not detect any enemies; then you suddenly see Centauri Raiders and Vikings appearing out of nowhere spewing forth their beams of destruction and death.
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Aury
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:lol: Centauri raiders? beams of death!?
:lol: *dies of laughter*
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Darth Saber
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Ok Wolfy, correction is needed on the Centauri Raiders, I should have said Corsair gunships; but as to the "beams of destruction and death," you might well benefit from a close study of my posts: my writing and speech are different than others of the Transcendence community due to my education and interests. So whilst thou might be "dying of laughter," please try not to mock my postings too much.
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Aury
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?
Well, I was mainly laughing at the idea of centauri raiders being deadly, because I can't imagine them being deadly in the slightest, not as they currently are. They used to be a formidable enemy with how small they were, but since they got relegated to 'basic space combat 101' targets....
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What would be especially cool would be gunships that jump back to a distant carrier or station when their shields go down, get healed, and then come back at you again- as long as the carrier is intact. You would have to decide whether to tolerate the gunships' attacks and concentrate on destroying the carrier or try to destroy the gunships with missiles, etc. before they get the chance to jump. This could be especially fun if the gunships were slow but well-armored and the carrier was fast, elusive and orbited you at or beyond the edge of sensor range.
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Atarlost
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No. That doesn't sound cool. Considering how much hate there already is for the retreat on shield-down AI behavior applied to fast ships teleporting gunships that get their armor repaired as well are going to be a nonstarter.

Especially if the mothership is fast and stays out of LRS range.

Remember, the Wolfen isn't the only playership.
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Song
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Wolfy wrote::lol: Centauri raiders? beams of death!?
:lol: *dies of laughter*
Seconded.


Unless someone mods them to have a 400 damage antimatter cannon that fire 30 shots per second....... :twisted:



I wouldn't mind seeing a mod that lets Penitants use teleporters to "uncloak" from nowhere and start attacking.......it might even make them un-pathetic.....
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Bobby
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if you want to cloak something why not give it stealth armor? maybe a stealth shield too.
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Prophet
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I don't think stealth is usable on NPC ships, just like you can't make an NPC ship blind (well you can, but it doesn't do anything)

Using words like 'jump' 'stealth' or 'cloak' are just ways of describing 'appear without warning' which is only feasible in game using the function (objMoveTo ...) or (objJumpTo ...).

You can't remove the little red squares from the player's radar and you can't hide the ship from view (besides maybe creating an nearly-black overlay) which would show if the ship were near anything else, inlcuding background stars.
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Prophet wrote:You can't remove the little red squares from the player's radar
not entirely, but I gave some of my new faction's fighters stealth armor, and they only show on radar when relatively close.

Prophet wrote:I don't think stealth is usable on NPC ships, just like you can't make an NPC ship blind (well you can, but it doesn't do anything)
I gave myself the same stealth armor and the worldships I spawned to attack the station ignored me and shot the other friendly ships until I got closer.


if something is close enough to be seen, it's time to uncloak and start the attack anyway.
Last edited by Bobby on Mon Dec 28, 2009 7:59 pm, edited 1 time in total.
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digdug
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You can't remove the little red squares from the player's radar
err, you can ? using stealth armor ? the red little boxes appears from nowhere well after entering the radar range

we also have noMapLabel and noMapIcon as attributes for stations.
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