cross-posted from: https://lemmy.world/post/18466238
Guests:
- Rick Porter, Design Director
- Edward Fuller, Senior Principal Systems Designer
TL;DW:
- You won’t be able to jump through the permanent jump point to-from Pyro with CS3+
- Pyro will have different crime stat jurisdictions (doing crime near the jump point will affect your UEE CS, doing it elsewhere won’t).
- There will be different options to clear your CS in Pyro (one is going to jail, they aren’t sure about others yet).
- Using permanent jump points will use quantum fuel.
- Trying to exit the jump point early (bashing against the walls) will damage your ship (distortion damage, wear and tear on components), don’t use it as a shortcut.
- Jump tunnel difficulty will differ by jump point type (permanent will be easier), turbulence (more for smaller ships but also more space to maneuver).
- Jump tunnel showed during recent ISC didn’t have the obstacles that will be present on live release.
- Reminder that what’s shown during ISC and other showcases is tuned up for ease of presentation. (this if for people who started freaking out about how fast and easy the fire starting/spreading was in yesterday’s ISC).
- Jump drives will affect ship handling when flying between jump points. All jump drives will have the same “disruption HP” on initial release, in the future they’d like to play with various stats (including handling during jumps).
- No combat in jump tunnels (need to switch out of nav mode and that fails the jump).
- No, they did not test dudes shooting personal weapons through the open door (theoretically everything that leaves your ship’s “bubble” should be yoinked out of the tunnel).
- They decided to group everyone in one place instead of allowing to jump from any direction due to how the tunnels work (it has one entrance going in specific direction).
- You don’t have to sit in front of the JP after getting into the jump queue, you can fly around far away from other people. Don’t have to wait in nav mode either.
- There will also be turrets, AI and all that defensive stuff but they’re willing to other systems if necessary.
- ATC is part of permanent jump point experience because UEE wants to control who’s allowed to attune to the jump point.
- How permanent jump points work in non UEE systems is still to be decided.
- Turrets are totally deadly, just look for a good server.
- They have “some systems” they hope will come online for 4.0 that will hopefully combat griefieng.
- There are people in CIG that want total chaos and death (no shit) as well as “carebear advocates” (well, at least Jared is).
- “If you wanna be a griefer I want to give you this experience but people who don’t want to be griefed need a safe space.”
- “Shotgun approach” to exiting jump points means ships will end up a kilometer or so away from each other rather than thousands kms. It’s mostly a way to avoid ships rear ending each other.
- There are multiple exit points from jump points in addition to the “shotgun approach”.
- There are things in Stanton that aren’t available in Pyro.
- People who died during a jump will respawn wherever they set their spawn point.
- Can’t tow ships through jump points.
- No plans to reintroduce jump gate (big ring structures around jump points).
- “We deserved over the years some amount of criticism for prioritizing looks over functionality. This is the first time this is reversed.” (in regards to the removal of jump point rings)
- There has been a change in SC development: more focus on gameplay, performance and systemic mechanics instead of eye-candy.
- No plans for different sized permanent jump points for now.
- Transient jump points can be found using their radar signatures.
- Transient jump points won’t be in 4.0, only the permanent Pyro-Stanton one.
- Transient jump points will persist at least for hours.
- They have plans to use transient jump points for access to events.
- Yesterday’s ISC didn’t have smoke in most of the b-roll footage but smoke will be present on live.
transient jump point should not persist on time but on usage. Each usage of a transient jump should increase the chance to vanish (should start at a low value and then increase with every use). This way 2 things will happen:
This also makes the position of a transient jump point extremely valuable (because it not removed by time), especially if you can “scan” the crash possibility and this is part of the jump point data (which would lead to very valuable data (low possibility) to low value (high possibility)