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Harmor
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Posted - 2003.06.24 00:35:00 -
[1]
Warping near an asteroid can sometimes get you stuck in them...so far only 1 of my corp mates have been killed because he was stuck for upwards of a minute...
Please add the abiltiy to 'Cancel' Warp.
If you are currently in warp...you decelerate like normal.
I can't count the number of times I forgot my drones because I started a warp.
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chekaria
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Posted - 2003.06.24 04:59:00 -
[2]
I agree with this. A warp drive ought to have some options for destination from target as well. I shoudl be able to warp to within 100km or 50km or normal 25 or so km range as an option to allow me a distance from a warp gate to scope out pirate activity. I ought to be able to cancel a warp anytime even though I lose the energy i used to go into warp. This system of travel is supposed to be very old and reliable. you cant tell me it wasnt improved over the simple waypoint system currently in use.
Thanks
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Yelm
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Posted - 2003.06.24 07:53:00 -
[3]
Yes but one first problem is that the warp, even for one sec, untarget you from other ships and many players would use this trick...
And it is one problem on many others! _____
Ubber Hauler |

Conquestadorus
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Posted - 2003.06.24 09:42:00 -
[4]
Well, if u make it possible 2 enable players 2 warp 2 an object within 10,25,100 km etc. The use of afterburners and microwarpdrive will be obsolete. Those 2 items need skills 2 be able 2 use em. This way u would destroy the complete skill-system we have at the time!!! Players who got the afterburner and/or MWD skill (maxed out) would be very upset.
BTW: I like the cancel warp idea...
Edited by: Conquestadorus on 24/06/2003 11:04:22
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Ruffles
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Posted - 2003.06.24 11:18:00 -
[5]
Conquestadorus, with all due respect I think you are over dramatising. Those other skills aren't solely the means to navigate, and with respect, something like this warp system should allow you to set points to warp to and decide what range you come out.
Have you not noticed how much of a luxury pirates enjoy knowing just where you will warp out? Provide some variety and something like a 175km warp point would be great. You can then use the 200km range of your ship scanner to see if there is trouble ahead, and then choose what you want to do.
HOWEVER, what he is on about is a different issue. IF you warp and get Stuck/Slowed to snails pace around a large asteroid, you can do NOTHING! You are stuck by some crap code, you can't do anything, you can't try to move away from the asteroid, you can't remove the warping by relogging, you can do Nothing!
This is a big big issue. I have been caught by it, and when you accidently double-click on some little circle in the distance when all you were wanting to do is double-click anywhere else to just try to get the navigation to change direction, then you are screwed. You have to wait until you have moved out of range of the sticky-effect at a grand pace of 1-20m/s, or put in a petition, log off and try to do something else.
Cancel warp has its very valid requirements, and if people see that breakage of locks is an issue, then extend the time after warping that you have to wait before being able to target/fire weapons. Don't affect the ships that aren't or haven't recently been in warp.
Exploits are another issue, that is when something in game doesn't perform correctly, or is used to death because it does something beneficial to that other party. Modal Dialogs are a classic example. You shouldn't get a Modal window whilst you are in space/combat. It just means you can't do anything.
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Sushanta Mog
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Posted - 2003.06.24 13:12:00 -
[6]
Well there are a few ways to replicate the "slow-warp-phenomenon", e.g. if Ur driving and Indy with inertia stabilizers. Removing the stabilizers fixes that problem for me. Of course I am talking about the snail warp wich lasts from 0.5 to 2 minutes.
But I agree it is very strange not being able to cancel warp. They might implement a distance penalty like they actually do now, i.e. a minimum distance of 150km to warp. So if someone activates the warp drive and then cancels it the ship will at least have travelled 150km. -------------- When you have exhausted all possibilities, remember this - you haven't. ------------------ (Thomas Edison) |

SmokeDog
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Posted - 2003.06.24 13:36:00 -
[7]
Though this feature would be nice, it would also make PVP a bit harder and make it alltogether too easy for folks to hide. They already have enough places to hide on moons and planets, imagine folks warping away, hitting cancel warp during flight to destination and just hiding there. I don't think this would be managable.
SmokeDog
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BSOD
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Posted - 2003.06.24 15:05:00 -
[8]
"Well, if u make it possible 2 enable players 2 warp 2 an object within 10,25,100 km etc. The use of afterburners and microwarpdrive will be obsolete. Those 2 items need skills 2 be able 2 use em. This way u would destroy the complete skill-system we have at the time!!! Players who got the afterburner and/or MWD skill (maxed out) would be very upset." It's "to", not "2", and "you", not "u" - Your post is nearly impossible to read, please take a little extra time and type properly.
And it wouldn't destroy the usefulness of AB, MWD, etc. if you could only increase the dropoff range and not decrease it, which is what was proposed. i.e. the minimum is set to the current range, but you can increase it to 50, 100, 150, etc.
Edited by: BSOD on 24/06/2003 15:05:18 ---------------- Blue Screen of Death CEO Exodus Enterprises |

drunkenmaster
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Posted - 2003.06.24 15:07:00 -
[9]
if the 'pick-a-distance' thing give you options like - normal/medium/long/x.long range - then it would work. If you could get any closer to the gate than now, it would indeed ruin the MWD's, and reduce the speed penalty in the bigger ships.
It would be nice to be able to exit warp 125km away from the gate, and then use 2MWD's and see how quickly you can drag to the gate. :) .
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Drewbicus
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Posted - 2003.06.24 16:18:00 -
[10]
BSOD - thank you for correcting that horrid post. I hate, hate, hate when people use that netspeak drivel to such excess.
Cancelling warp would be a fantastic idea. What might be even better would be to change warping so that, even though it's unrealistic, once you trigger warp you can't get stuck by proximity to objects.
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Ansuul
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Posted - 2003.06.24 17:47:00 -
[11]
One way to solve the problem described in this thread without much change to the current behavior would be to separate warping into two phases: 1) Preparing to warp; and 2) Warp Drive Active.
During (1), the ship uses its normal propulsion to move away from objects and turn to face the warp direction. This phase can be cancelled at any time, and you are vulnerable to normal weapons/effects.
At the start of (2), you expend your cap to enter warp, and at this point it is not cancelable.
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Ruffles
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Posted - 2003.06.24 18:05:00 -
[12]
It wouldn't ruin MWD's at all, you would still get to the gates before anyone else, just others might get a little closer then they do now.
PS - MWD and Afterburners aren't there just for your pleasure cruising. They are combat oriented devices I am pretty sure. ;)
Who cares if it means we get closer to gates anyway? For gods sake how far in the future is this suppose to be and the best we can do is warp out to something like 50km from it? And it then can take an industrial ship without extra drives another 6-9 minutes to get that distance covered? Harsh.
I would prefer it if the Navigation or Warp Drive Operation skills actually allowed you to have a choice of ranges, and the higher you are the shorter the range from target could be.
Obviously, you would have to have some defaults, and the need to choose location waypoints etc. Still its an idea, not set in stone, just something for the developers to fuel their imaginations on - we aren't doing all the work ;D After all this is their paid job, I am sure they could think of some work around these details.
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Jarjar
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Posted - 2003.06.24 19:00:00 -
[13]
I totally agree with Ansuul, that'd be perfect. The near-big-object bugs also need to be fixed soon. They can be extremely annoying, we all know losing ships to bugs simply sucks. |

Harmor
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Posted - 2003.06.24 21:53:00 -
[14]
I like the idea of 2 phases during a warp.
Phase I: Preparing for Warp o Can be targetted/damaged/etc. o You can still use modules/guns/etc.. o No energy drawn from Cap yet o Can cancel
Phase II: Warp (Inside warp field and no longer in normal space) o computer/warp drives have already been commited
During warp (Phase II) you should be able to do an emergency warp core shutdown. Here you decelerate like you would normally out of warp. Maybe you could have some kind of pentalty like you have to expend the same energy you put into warp to get yourself out of warp???
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Grylla
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Posted - 2003.06.27 22:23:00 -
[15]
I vote for this to be considered!!!
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