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Slip-Space To Friendly Gravity Wells


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#1 KhevaKins

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Posted 06 June 2013 - 03:42 PM

This seems to a somewhat debate topic.

I think there should be someway to link friendly gravity wells in SotP. SotP is supposed to be more fast-paced then vanilla Sins but it takes ages to move fleets around (bigger gravity wells mean that ships move across gravity wells slower), doing something like this should speed up travel times considerably and match both Halo canon and SotPs goal of a fast paced SoaSE.

I was thinking instead of 'Explore Planet' research on a planet the name gets changed to 'Map Planet'. It still reveals artifacts but also allows friendly ships to slipspace directly to the planet. Perhaps have a ship appear in the gravity well that acts as a phase stabilizer, similar to more constructors appearing after planet research. Research would be because it can't be easy to determine a planets location, especially with the planets orbiting suns and things. This would also make  'Explore Planet' more important and useful. Maybe even make the research expensive so you have to pick and choose which planets are important enough to warant the research.

If anyone could think of a better way to implement this I would be interest in hearing it.


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#2 CanadaMan7

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Posted 06 June 2013 - 04:44 PM

This used to be implemented in a ancient version of the Alpha, but it was removed eventually. It sounds like something only the Forerunners would have if it went in at all.


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#3 TheOtherXtremeRoflcopter

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Posted 06 June 2013 - 05:14 PM

This used to be implemented in a ancient version of the Alpha, but it was removed eventually. It sounds like something only the Forerunners would have if it went in at all.

Agreed,  although canonically speaking humans have the worst slipspace abilities pre-post- Covenant war, in my opinion due to the increased ship control cost of covenant (and presumably forerunner ships) they should each have gradually faster slipspace research. While this would apply additional pressure on any UNSC player as they have to account for where the enemy could be moving it does however balance out how the UNSC can mass up a gigantic fleet and just steam roll through (provided they had enough high class ships)


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#4 Defender0

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Posted 11 June 2013 - 07:35 PM

This used to be implemented in a ancient version of the Alpha, but it was removed eventually. It sounds like something only the Forerunners would have if it went in at all.

tell me if/when and ill start learning how to code it.



#5 Lavo

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Posted 24 June 2013 - 01:19 PM

tell me if/when and ill start learning how to code it.

I would imagine that this could be implamented for all factions by making a passive ability that effects planets that casts a Phase Node stabalizer buff to the planet, but the ability/buff only works for the planet's owner, which is how it would only work per faction.



#6 Gundrium

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Posted 29 June 2013 - 02:03 PM

Actually.... This might not be a bad idea. We all know that slipspace acts like the FTL routes of the vanilla game, only they can go farther. Would it be possible to code in a logical or tactical item to allow you to create new routes? Part of the balance would be yes, you need lots-o-cash to make it. But it also has some built in Detriments. The first problem (Of course this is an assumption) is that you can't 'tunnel through' one gravity well to another. They have to have open space between, which is a rarity in most SOASE maps as it is. And you'll still have to wait for it to get through slipspace.



#7 KhevaKins

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Posted 29 June 2013 - 04:58 PM

SotP is supposed to be fast passed. Can we do something to speed up slipspace jumps. How about being able to jump out of a gravity well from anypoint. Decrease the minimum jump distance (vasari has an ability to do this) so that you can jump from at least 70 -80 % of the gravity well.


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#8 Defender0

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Posted 29 June 2013 - 05:26 PM

i dont think thats the best idea for slipspace jumping, in all honesty. If the radius for slipspace jumping is a very small percent, you jump out AND in right next to planets, and this could be easily abusable.



#9 Dianno5741

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Posted 29 June 2013 - 05:56 PM

Well making your own slip space routes some factions can do with those terminals or whatever. BUT here is the thing. We effect one entity, like the UNSC we have to multiply that speed to have covenant ships go faster and forerunners even FASTER. We have slowed the slipspace of UNSC by 5k (29k-24k) and then we added alot more to the covenant to make them move nearly twice as fast (keep in mind they moved around 40x faster than UNSC canonically.) Forerunners were even faster than that. Giving them the paris buff allows them to move faster but the UNSC achiles heal is that they move slower. You should have more defenses and more ships scattered around to defend an incoming attack and not rely on one MASSIVE fleet roaming.

 

 

As for jumping anywhere inside the grav well? I would be ok with that....as long as you still exited at the edge of it so you still had to move in. But then again id have to check on if the UNSC had to clear systems by X distance to jump due to gravity and the effect on the FTL drive.

 

 

Making slipspace jump points is something we could consider for the UNSC. So you could jump for X point to Y point. Maybe for an expensive cost so you could link your shipyard to your front line. I would play around with that idea as long as i dont break the rules of canon.


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#10 KhevaKins

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Posted 29 June 2013 - 06:20 PM

i dont think thats the best idea for slipspace jumping, in all honesty. If the radius for slipspace jumping is a very small percent, you jump out AND in right next to planets, and this could be easily abusable.

You would still jump IN at the edge of the gravity wells because they would be the closest spot from your departure point. You could however jump OUT from a very large area of the gravity well. SO say you are trying to go in a straight line through a gravity well to the next planet. You jump in at the edge, travel about 20% of the distance you would usually have to travel the charge up and make the next jump. The travel time in system is to make traveling not to fast or OP.

This could be applied to every faction.


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#11 Defender0

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Posted 29 June 2013 - 06:30 PM

Unfortunately, that type of research doesnt work. The overall jump location in every gravity well, both entrance and exit points, is brought closer to the planet. You cannot jump out of a gravity well next to a planet without jumping into the same gravity well at that location. See vasari gravity tolerance research.


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#12 Dianno5741

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Posted 29 June 2013 - 09:30 PM

Yeah, so i guess your fucked. UNSC are slow. adapt to their weaknesses or play a different faction. The covenant are more mobile. Balancing will continue but i dont see speed changing as a factor in that equation. Fast paced combat? yes. moving around at mach speed? No thats canon. it sucks but UNSC tech sucked compared to cov and forerunnres. :( sadface


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#13 m468

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Posted 30 June 2013 - 05:39 AM

One more thing if you want that kind of mobility (at least between your own planets) just put an anchor station in orbit they have a passive ability that allows for jumps just like the phase stabilizer.
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#14 KhevaKins

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Posted 30 June 2013 - 06:28 AM

Well however we do it we definitely need to speed up travel times across the universe for all factions. It is kind of anti-climatic to spend like 5 minutes (gracious time allotment) waiting for a fleet to get some where just have the battle last like 1 minute.


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#15 Dianno5741

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Posted 30 June 2013 - 07:23 AM

You make an excellent point

The game should be on combat and not necessarily travel time.

 

BUT travel time is a tactical factor that needs to be respected. I will gather the council of elders and discuss this matter and form a fellowship to go take the one ring back to...........

 

 

Wait wrong franchise.

 

 

I will look into it.


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#16 chiefship

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Posted 30 June 2013 - 11:59 AM

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