<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title><![CDATA[First Strike Forums — Hyperdrives?]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=3789</link>
		<atom:link href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=3789&amp;type=rss" rel="self" type="application/rss+xml" />
		<description><![CDATA[The most recent posts in Hyperdrives?.]]></description>
		<lastBuildDate>Tue, 13 Feb 2007 22:30:53 +0000</lastBuildDate>
		<generator>PunBB 1.4.5</generator>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53509#p53509</link>
			<description><![CDATA[<p>After reading through several comment, I think the Devs should stay far away from Hyperdrives n stuff.</p><p>Wit so many people supported with this game, there is always action in space. This was the same with GC. While you were flying towards a target, there were always some Tie fighters coming from a frigate to pop your pie.<br />Then the fight starts, and a rebel starts to loose. Wouldnt it suck that he just escapes by hyperspeed??</p>]]></description>
			<author><![CDATA[null@example.com (joene)]]></author>
			<pubDate>Tue, 13 Feb 2007 22:30:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53509#p53509</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53495#p53495</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>Worked in X-Wing lliance. It had holographic &quot;hyper buoys&quot; which activated your hyper drive if you went to .5 clicks of them and hit spacebar. When you were in range, you&#039;d get a message like &quot;Press Spacebar to hyperspace to Rendezvous Point&quot;.</p></blockquote></div><p>Definitely stay away from that one. All you get is buoy camping. Been there with Tides of War as well. Just ask kampher (where is he, anyway? haven&#039;t seen him for weeks here.)</p><p>There is an appeal to multiple-system maps, but unless you can have a system where you choose your destination and arrival point accurately, it just makes it worse.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Tue, 13 Feb 2007 21:15:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53495#p53495</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53461#p53461</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>This is a combat game. Ideally maps should be small, so everyone knows where to go.</p></blockquote></div><p>If I know the developers right, it&#039;ll be more of a semi-simulator. And GC&#039;s maps were huge.</p><p>In fact, I think all space maps should be fairly big, as those fighters move so outrageously fast. It&#039;d allow the devs to speed up those capital ships a bit, too.</p><div class="quotebox"><blockquote><p>Space already has a third dimension, making it many times as big as land maps.</p></blockquote></div><p>In theory, yes, but it does not really add that much to size in-game. It&#039;s just empty space anyway.</p><p>Maybe the best way to implement it would be teleportation. The ship vanishes and then re-appears a moment later someplace else. But then it&#039;d probably have to be set positions.</p><p>Or maybe it shouldn&#039;t be implemented at all. I&#039;m starting to doubt it myself here.</p><div class="quotebox"><blockquote><p>LOL , hmn no you could just make points where hyperdrive is set to activate, they dont have to be visible, but set points on the map which might be visible on radar?</p></blockquote></div><p>Worked in <em>X-Wing lliance</em>. It had holographic &quot;hyper buoys&quot; which activated your hyper drive if you went to .5 clicks of them and hit spacebar. When you were in range, you&#039;d get a message like &quot;Press Spacebar to hyperspace to Rendezvous Point&quot;.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Tue, 13 Feb 2007 18:02:30 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53461#p53461</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53456#p53456</link>
			<description><![CDATA[<p>Hyperdrive is a bad idea, as I&#039;ve said above. Don&#039;t ruin a promising game. This is a combat game. Ideally maps should be small, so everyone knows where to go. Space already has a third dimension, making it many times as big as land maps. It doesnt need ot be any bigger</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Tue, 13 Feb 2007 17:31:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53456#p53456</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53452#p53452</link>
			<description><![CDATA[<p>LOL , hmn no you could just make points where hyperdrive is set to activate, they dont have to be visible, but set points on the map which might be visible on radar?</p>]]></description>
			<author><![CDATA[null@example.com (Blank)]]></author>
			<pubDate>Tue, 13 Feb 2007 17:03:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53452#p53452</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53412#p53412</link>
			<description><![CDATA[<div class="quotebox"><cite>FSDev| Dutch_Razor wrote:</cite><blockquote><div class="quotebox"><cite>Blank wrote:</cite><blockquote><p>... anyone thinknig of making gates, that the ships must fly through and the drive activates?</p></blockquote></div><p>It&#039;s not Stargate <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p></blockquote></div><p>It isnt? What am I doing here then?</p>]]></description>
			<author><![CDATA[null@example.com (joene)]]></author>
			<pubDate>Tue, 13 Feb 2007 09:26:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53412#p53412</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53349#p53349</link>
			<description><![CDATA[<div class="quotebox"><cite>Blank wrote:</cite><blockquote><p>... anyone thinknig of making gates, that the ships must fly through and the drive activates?</p></blockquote></div><p>It&#039;s not Stargate <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Dutch_Razor)]]></author>
			<pubDate>Mon, 12 Feb 2007 19:49:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53349#p53349</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53347#p53347</link>
			<description><![CDATA[<p>No. Set hyperdrive coordinates, maybe, but physical gates? No way.</p><p>As for the ramming problem, just give the ships a protective shell when they enter hyperspace. If the shell with the fighter hits anything, it just bounces off without doing damage. It&#039;s a start.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 12 Feb 2007 19:41:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53347#p53347</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53330#p53330</link>
			<description><![CDATA[<p>... anyone thinknig of making gates, that the ships must fly through and the drive activates?</p>]]></description>
			<author><![CDATA[null@example.com (Blank)]]></author>
			<pubDate>Mon, 12 Feb 2007 18:05:17 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53330#p53330</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53309#p53309</link>
			<description><![CDATA[<p>I&#039;ve played something similar in SW: Tides of War (a mod for Freelancer). We never perfected hyperdrive, and I think its better just to stay away from it. The problems always lie with lack of control, ease in escaping fights, and ramming objects.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Mon, 12 Feb 2007 16:08:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53309#p53309</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53306#p53306</link>
			<description><![CDATA[<p>I&#039;m not talking about the afterburner at all. </p><p>And I guess it <em>is</em> possible to have a &quot;preprogrammed&quot; path, yes. All you have to do is make the game reduce your pitch, yaw, etc. to 0 for as long as the &quot;hyperdrive&quot; is on. Whether or not that&#039;s possible... I don&#039;t know.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 12 Feb 2007 14:48:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53306#p53306</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53270#p53270</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><div class="quotebox"><blockquote><p>Anyway, those jeeps in BF2142 already have a &#039;hyperdrive&#039; (by pressing the sprint button), and the fighters in BF2 has that afterburn stuff. If you could increase the speed, reduce the &#039;reloadtime&#039; and maybe add some effects, the hyperdrive is kinda easy to make smile</p></blockquote></div><p>That&#039;s not quite how I&#039;d like hyperdrives to work, though.</p><p>Afterburner increases your speed for as long as you hold the button down.<br />Hyperdrive is pre-programmed, and then takes you to the destination at high speed when you press the button. Upon arriving at the destination, you slow down to normal speed.</p></blockquote></div><p>Is a pre-programmed path even possible with this engine?? And the Afterburner doesnt work as long as you want. There is a cooldown on it (and if not, it can be inserted for sure)</p>]]></description>
			<author><![CDATA[null@example.com (joene)]]></author>
			<pubDate>Sun, 11 Feb 2007 23:23:18 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53270#p53270</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53058#p53058</link>
			<description><![CDATA[<p>The developers have already gotten a movie-accurate Death Star map planned out, they say. No need to call upon the horrifying might of Titan mode <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> .</p><p>As I&#039;ve said before, I think a better candidate for Titan mode would be something like two cruisers such as Corvettes, flying low over a planetoid. Larger ships such as ISDs need whole maps to do boarding of them justice (cough, ISD Judicator map for GC, cough).</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 10 Feb 2007 00:59:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53058#p53058</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53049#p53049</link>
			<description><![CDATA[<div class="quotebox"><cite>Blank wrote:</cite><blockquote><div class="quotebox"><cite>FSDev| RedMonkey999 wrote:</cite><blockquote><div class="quotebox"><cite>TY2D2 wrote:</cite><blockquote><p>A good scenario would be a rebel space station being attacked by a stardestroyer, the space station could be on the other side of the map across from the SD and have multiple landing pads for stormtroopers to land and attack.</p></blockquote></div><p><img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p></blockquote></div><p>Yeh but hang on guys,<br />we could implament all these ideas maybe into a more basic death star.<br />You could make the missle silos take down the death star shields in order to launch the attack<br />so you could firstly<br />1. the rebels must destroy the shield by capturing outposts in space.<br />Empire will firstly attempt not to even allow the shield to go down around the death star.<br />2. If this is down, the rebels must then launch an attack on the deathstart either by flying into the core of the deat, and blowing it up by destroying the shielding or armor over the entrance to the main vent and flying in. (you could probably do this using the sorta panel idea in the titan with the reactor core in the middle.)<br />The ties must stop ll fighters breaching the vent, you could also place some nice death star guns on the deathstar, that can fire of at the incoming rebel ships trying to get the energy towers down taknig of the protection over the reactor protection shield.<br />3. The core must be blown in order for the rebels to win! If the time runs out the planet is blown up and Empire wins.</p><p>The place where the rebels start could ahve the 3 bases in between it an the deathstar that used to take down its main shields. And you could have the planes all stored on the several frigate and cruisers on one side of the map, these could contain one or two tranports in order to transport people to capture bases, as well as Y-wings which could be used to bomb the guns defences and the other reactor defences including eventually the core. It could also countain several fighters there by giving a great battle.<br />The death star could also have the Imperial shuttle to transport troops to defend these objectives! and stop the shield ever going down. As well as a majority or tie interceptors and fighters to stop the&nbsp; transports and other attacks on the death star. With no real need for bombers this as shown in the movie gives the Empire the greater amount of fighters.</p><p>If you could have the death star blow up after the map if the rebels win that would be cool.<br />Plus the trench tunnel to the center would have to be that big either, maybe even just a winding corridor with 2 or 3 bends until you reach the middle.</p></blockquote></div><p>Pretty much that entire idea is jacking up the lore of starwars.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 10 Feb 2007 00:18:13 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53049#p53049</guid>
		</item>
		<item>
			<title><![CDATA[Re: Hyperdrives?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=53034#p53034</link>
			<description><![CDATA[<p>haha, I can see it now, we make a map like the one suggested earlier in this thread where rebels have to traverse a huge out of bounds area using their &quot;hyperdrives&quot; which are assigned to the &quot;boost&quot; function for vehicles.&nbsp; Some idiot tries to return to base after making an attack run... aims a little too far to the left...hits the hyperdrive...and ends up waaaayyyyy out of bounds because he miscalculated the distance/direction and has no hyperdrive left to get him back. &quot;where are you going soldier? Return to battle or you will be shot.&quot; *Dead*</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Fri, 09 Feb 2007 22:52:01 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=53034#p53034</guid>
		</item>
	</channel>
</rss>
