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#1 timecompression + multiplayer = paradox

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nobody
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2002-08-26
2002-06-07
No

Is this the place to post ideas? Else plz redirect.

My head is so filled with ideas to a
multiplayer "Elite" game, I simply must put em
somewhere they can be used.

Engines, The Resonator addon:

Space is huge, some might even argue inifinite. So to
travel newtonian style you need timecompression to
prevent players from dying of old age and boredom - or
do you?
As long as the game is singleplayer, timecompression
is an option, but what happens when you have a
multiplayer game with timecompression?!?!

Solution:
A device that is able to amplify the engine output by
several times by resonating the gravitywell produced
by the stardrive.

Problem is, that this doesnt work well near large
bodies of gravity - so if you get near at
planet/ship/asteroid the amplification diminish.

While traveling resonated, your ship leaves a very
visible trail, making you easy to spot. It also
increases you signature.

While resonated the the ships turnrate is very very
low, if present at all.

Though a resonator can save you time, jumpdrives are
still necesary if you want to safe time and fuel.

(yes, imagine how cool it looks when you come out of a
jump and resonated travel towards a trade station -
seeing other resonated ships approach too)

Discussion

  • hellcatv

    hellcatv - 2002-08-26

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    Sounds like a cool idea... it's more or less what
    autopilot does but with a cool visual effect attached...
    can anyone think of a way to possibly do this effect? m
    aybe stretch the ship?
    I thin kautopilot which checks for intervening enemy
    ships is the best solution like this... just maybe needs
    a snazzier effect

     
  • hellcatv

    hellcatv - 2002-08-26
    • priority: 5 --> 1
     
  • Kenneth Petersen

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    the trail effect? easy :)
    How about taking a sample point ever 1-2 seconds with the
    ships x,y,z coord, keeping about 10-15 samples, and
    connecing them with a line.

    The line could be as simple as 2 intersecting "plates" (looks
    like a + when viewed from behind) that paints with a white
    alpha channel.

     
  • Tuomas Harju

    Tuomas Harju - 2002-11-28

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    I'm not actually sure is this real-physics? How fast would an
    object travel? Have anyone bumped into AD2300 roleplaying
    game? It has quite nice Hard-SciFi theories.

     
  • Richard Freeman

    Richard Freeman - 2003-01-21

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    You would still have a problem. Suppose you want to
    travel from point A to point B, while I'm at C:

    A B

    C

    If you were to travel without time compression I could
    see you and decide to intercept you without much
    trouble. If you were to engage time compression you
    would fly past me in half a second and I'd never even
    get a chance to get close by. The whole purpose of your
    idea is to have time compression without skewing the
    time frame of reference between users, but you haven't
    actually done this. Unless C were already between A
    and B they could not intercept you. The only fix I could
    see is if C were to tell the game that it is his intention to
    intercept ships passing closely enough, and then the
    game would not allow A to engage his resonator if C
    were close enough. Of course, this divulges to A that
    there is somebody (a pirate perhaps) along his course
    that he might want to avoid.

    If you don't mind C not being able to intercept A, then
    your idea is fine.

    Also - keep in mind that a skilled player could cheat in
    other ways using time compression. For example, they
    could fly at low velocity but at high time compression
    allowing weapons and shields to recharge faster while
    otherwise appearing normal.

     
  • Kenneth Petersen

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    The case you describe with ABC, is a case where A_ship
    _should_ be easy interceptable by C_ship !!! That is a benefit
    with the resonator, so people can meet even the distances
    are vast.

    C_ship would be able to intercept A_ship from all kind of
    angles and ranges - depending on its engines!

    If C_ship has really poor engines/res and A_ship has top
    grade, C_ship would have a harder time to get into intercept
    position.

    As for resonator revealing other ships, I think its a tweak
    thing. The resonator should not be asking for the entire route,
    only for a few seconds ahead - depending on lag.

     
  • Diederick de Vries

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    The idea presented here is a little like the jump drive from
    the original Elite. It didn't feature time compression, but
    you could press the J key (on your MSX, Spectrum or
    whatever) to skip some space, but only when your radar
    showed nothing (so you couldn't use it as an escape from
    fights) and there was no planet or sun in the vicinity.

    I saw an online version from Electronic Arts (I don't
    remember the name) that also uses hyperspace jumppoints for
    interplanetary travel instead of just for interstellar
    travel. That means that most of the stellar systems can't be
    travelled to, you can't really intercept ships in
    mid-travel, and everyone is concentrated at a limited number
    of small areas in space, so I like the solution suggested
    here better.

    This would also make it possible for planets, moons, stars,
    etc. to be farther apart from each other, without people
    `dying of old age/boredom' as mentioned. I find it kind of
    silly to be close to a planet and see it's moon fill my
    entire screen. Think of the immense gravitational forces
    that would pull on both! With a resonator drive or something
    like it VegaStrike's space can be a lot more convincing.

     

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