Warp duration increase & Livable ships

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Overland
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Warp duration increase & Livable ships

Post by Overland » Thu Oct 08, 2015 5:30 am

Im new to this game but not the general idea.. you blokes have done a wonderful job so far.. at first I thought id brought the wrong game especially given the price but.. it grew on me.. I guess I had too high hopes.. I dont mean that as an insult but rather something personal for myself,, its easy to see the potential and im sure it'll make great strides in the future just like space engineers and suchlike

in time though I .. bonded with the game but also my ship.. the roland class TCS Raptor (Transport Cargo Supply) the ships a wonderful addition and im fortunate to have chimed into this game when I did.. shes alot that I wanted in a starship game like this.. enough voyager and galactica transport to forfill my dreams in part.. although a little lifeless.. its the little things that strike up once in a while and enter perfect harmony giving the sence of immersion and ....place.. the music when it works really adds to that


Id suggest longer warp times.. 2 minutes is nice but if things were a little more interactive in the ship.. warp time say 5 to 10 minutes (optional)

would be a time for the crew to socialise.. bond with the ship.. appreciate it for more than just a temporary vessel steaming headlong to its own destruction.. while not suggesting a dolls house in space or second life in space.. I feel that features like a working shower that heals slightly or does SOME benefit as a small example.. perhaps some side activities within the crew lounge

changable light colours in the quarters.. mp3 capability etc even if its just steam soundtracks.. perhaps even youtube capability in the crew lounge.. gmod does it through mods and still manages the netcode ok.. along with any other suggested little features to make the ship more alive where people would want to spend time in their quarters or crew lounge would really benefit the game... a ship would become more like a home.. something cared about .. and the crew likewise become more crew-like through such things

maybe a 30 second alert when jumps about to be completed or red alert if something happens so the crew can rush back to stations...

its like them series of star trek episodes.. the inner light, the visitor etc..

despite all the technology and space whats-its that go on.. the best episodes seemed to be more of a human and personal side of things..
adding little touches like that to this game.. would likewise benefit greatly

(also.. shuttlecraft would be nice too :) but not before space trains ala galaxy railways

Last thing.. perhaps entertaining slightly..

My crews taken to retreating to the captain or crew bathroom when they take leave from the game for when nature calls in real life..
funny at first but practical none the less.. could we have a locking door and maybe an indicator? :)

Kitchner
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Re: Warp duration increase & Livable ships

Post by Kitchner » Sun Oct 11, 2015 7:22 pm

Sorry but I think you're way off with this.

Unless there is meaningful things to do on the ship during warp (which there may not get the chance to be if they want to release the game on time) then I actually think the warp time should be removed entirely.

Let's look at the situation right now, and ask ourselves: What purpose does the warp time serve?
  • It demonstrates the length of the jump you are making
  • It can be used to "prepare" for the next encounter, like the engine cooling down, people healing etc.
  • It forces players to choose between making shot non-boring jumps and long dull ones
  • It could be used with some sort of mechanic in the future
Other than the above, there is literally nothing that this time adds to the game or any useful purpose it serves. If you want to roleplay getting the know the crew etc then fine you can do that, but the vast majority of potential buyers for this game won't be interested in that. Even including a jump time that is long for "RP purposes" and then including a skip button that will be used by everyone else is daft as you're essentially just including a pointless mechanic for no reason. Remember, less is more.

To the very few purposes the time between jumps serves, I would say they are all bad points:
  • It demonstrates the length of the jump you are making - This has no tangible impact on the game, as 1 jump takes the same amount of fuel regardless of distance, and your jump distance is limited by your engine not by the amount of time you're willing to spend jumping it doesn't really add any gameplay
  • It can be used to "prepare" for the next encounter, like the engine cooling down, people healing etc. - Alternatively you could just not jump until you're ready, which means this is unnecessary
  • It forces players to choose between making shot non-boring jumps and long dull ones - This is a Bad Thing as it basically makes long range jump drives obsolete. If you removed the skip jump function there's no way I'm playing a game where I have to wait 5-6 minutes between jumps doing nothing.
  • It could be used with some sort of mechanic in the future - Cool, if a mechanic is brought in that can use that time, bring it back, but currently this is a non-point.
I'd actually say what Leafy Games need to do is remove the jump time entirely, and make it instantaneous (like in FTL) until/unless they come up with something to do mid jump and then remove the skip jump function.

obliviondoll
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Re: Warp duration increase & Livable ships

Post by obliviondoll » Mon Oct 12, 2015 1:00 am

I think it's fine as-is. Gives time to cool the ship, perform repairs/fire patrol, etc. But it might be nice for hosts to - as with many other things - have the option to change the default warp time. From auto-skip to an extended option where the warp takes longer and gives players more time to derp around and/or RP stuff (still with the captain being able to skip if you don't need the extra time), I can see this being fun. Not really something I'd call a high priority though.

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Matchbox
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Re: Warp duration increase & Livable ships

Post by Matchbox » Mon Oct 12, 2015 12:02 pm

I'd actually say what Leafy Games need to do is remove the jump time entirely, and make it instantaneous (like in FTL) until/unless they come up with something to do mid jump and then remove the skip jump function.
The jump is a loading screen. Trust me, you do not want the old one back. ;)

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Re: Warp duration increase & Livable ships

Post by Kitchner » Tue Oct 13, 2015 7:57 pm

Matchbox wrote:
I'd actually say what Leafy Games need to do is remove the jump time entirely, and make it instantaneous (like in FTL) until/unless they come up with something to do mid jump and then remove the skip jump function.
The jump is a loading screen. Trust me, you do not want the old one back. ;)

By remove it, obviously if there's a loading time then just have it so there's an effect while it loads and then you land. Presumably this isn't that long as you can skip after like 10 seconds.

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TeslaCuil
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Re: Warp duration increase & Livable ships

Post by TeslaCuil » Wed Oct 14, 2015 12:41 am

The jump time is also used to ensure that all players are fully synced before the new level loads, but I do think the duration of the jump is longer then it needs to be. I think the best option is just to reduce the jump time to 30 seconds or so.

Korras
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Re: Warp duration increase & Livable ships

Post by Korras » Wed Oct 14, 2015 8:29 am

If you want shorter warp time just let the game host use F8 as soon as the next System is loaded. If you want warps last longer buy a jump drive with a high range and jump to targets far away. With a range higher than 10 6 minutes and more are no problem at all.

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Re: Warp duration increase & Livable ships

Post by Kitchner » Wed Oct 14, 2015 9:08 am

Korras wrote:If you want shorter warp time just let the game host use F8 as soon as the next System is loaded. If you want warps last longer buy a jump drive with a high range and jump to targets far away. With a range higher than 10 6 minutes and more are no problem at all.
But what you basically saying is "Let's leave a feature in the game which serves no purpose".

As I mentioned in detail in my above post, there's nothing the jump time contributes to the game. Anything you can do while jumping you can do prior to jumping, and as other people mentioned there would still be like a 15-20 unskippable jump time due to loading etc.

Unless there is actually enough to do on the ship mid-jump to make 6 minutes of unskippable jump time bearable, then there's no point in including it as a mechanic. Just remove it and simplify

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Re: Warp duration increase & Livable ships

Post by Korras » Wed Oct 14, 2015 9:15 am

It contributes to the multiplayer part. You can use it perfectly for small pauses (toilets, getting snacks/something to drink). Additionally it gives you a small amount of time to cool the reactor, repair some stuff etc.. You might argue that you can do most of that outside of warp but that way you asume that you never warp in a problematic sittuation (aka under fire).

I agree that most jumps get skipped but I regular encounter some where not everyone is ready for skip when it is first possible. It might be something as simple as haveing a little walk with your character or repairing a slightly damaged system but the timeslot gets used so why not leave it in the game? Pressing F8 is not really that much of an effort after all.
Kitchner wrote:
I'd actually say what Leafy Games need to do is remove the jump time entirely, and make it instantaneous (like in FTL) until/unless they come up with something to do mid jump and then remove the skip jump function.
Where is it writen that FTL is instantaneous? First of all the Warp in the game is obivously an FTL method (else it would take a LOT more time to get from one system to a different one (we don't even go sleep during those travels and I haven't seen any cryo capsules ...). Second in absence of any non pseudo physics FTL system that actually works we have no refferense of how FTL would work. The only stuff that is even considred possible by scientists is tricking the distance rather than going really faster than light (even going just as fast as light would need infinite amount of energy for any positive mass so ...).

The game specifically uses the word warp which is more or less defined by Star Trek which borrows heavily from the principle of the theoretical Alcubierre drive. And that is in essence not FTL but tricksing with mass so that it is not you moveing but space shifting around you. Time in that scenario would be a really tricky thing because time would be different for those inside the field (ship) compared to those outsiede. So the question whether it would be instantaneous would first depend on the question for whom?

Mauhur
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Re: Warp duration increase & Livable ships

Post by Mauhur » Wed Oct 14, 2015 12:18 pm

Warp time is vital after you just flee from much more stronger enemy and have your core overheated and crue injured. So the jump duration is the only possibility to get prepared to possible encounter with a drone or hostile ship into the destination sector.
Otherwise there is always a button to skip a jump.

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