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Make bluespace jumping mechanically supported/round ending


kyres1

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Posted

What the title says. Basically, round end should end in four ways instead of the three. The three that exist at present are evacuation via pods, normal bluespace jump roundends, and the ship being scuttled. The proposal here is to make bluespace jumping optional, with the ability to maybe define or clarify the heading or direction, if command so chooses. This becomes mechanically preventable by means of destroying a bluespace drive similar to one implemented originally in a closed PR by @Gem (though it was never merged), or depowering it etc.

The actual normal way of ending rounds via voting transfer would end up being a shift swap. This means that stuff like long-term stays on exoplanets don't mandate having to return to the horizon at the end of two hours ; the stay could potentially extend beyond roundend. It also means that we are more vulnerable and our ability to slip into bluespace is not a certainty. Either way, a bluespace jump ends the round, since it'd be a little odd to jump and end up in the same area of the overmap. Alternatively, a cool and probably harder method is actually putting the ship into bluespace and not completing the jump after the two minutes elapse, changing the tiles outside and etc.

I'd be unable to code it, but I am able to sprite any effects needed.

  • Like 6
Posted

agreed, great idea, it would be neat to have the voted roundend as a 'shift change'.

in addition,making the (specially activated) bluespace jump remove the Horizion from the overmap would be a neat thing too, to act as an actual escape from threat
+1

Posted

Love this idea a ton, as long as, obviously, blowing up the bluespace engine doesn't mean a round still can't end if bluespace jump is called.
Transfer cancel spamming or transfer grief is still a meme in a lot of servers even if its actionable from admins.

+1 for absolute sure

Posted

I wonder if like, the BS drive getting destroyed would cause a big explosion if it's spooling up
then perhaps the round ending continues, but instead of a bluespace jump, it has new messages, of the jump failing (maybe in different ways depending on how much the drive was spooled before getting destroyed?)

  • 4 weeks later...
  • 4 months later...
Posted

This is a great idea, and allows for some gameplay with consequences (e.g. anything you do on an exoplanet carries over to the next round). It's a neat idea and I like it.

Posted

Yeah, I think I'd be down to see this. Jumping EVERY TWO HOURS is a little much, probably, and a shift change is much better flavor. The idea of jumping to get to other parts of the map is also neato. +1

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