Timeskip

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
Post Reply
User avatar
TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

Timeskip

Post by TheDeadlyShoe »

Timeskip ought to dump you 50km from enemy fighters and 100km from enemy ships, IMHO. It's gettin silly. That should be enough even on 4x. [;)]
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
User avatar
Veloxi
Posts: 126
Joined: Sun Dec 15, 2002 4:19 pm
Location: Los Angeles, CA
Contact:

RE: Timeskip

Post by Veloxi »

Rowan's flight sims had this feature, and it was fabulous. It would dump you out of time acceleration when you got within a certain distance from the enemy or your IP to line up the target. If it could be done, why not? ;)
John DiCamillo
Posts: 360
Joined: Sat Feb 28, 2004 7:02 am
Contact:

RE: Timeskip

Post by John DiCamillo »

It's already been implemented for the 4.0.1 patch.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Timeskip

Post by TexMurphy »

Has "Auto" been made into time accelleration as well? ;)

Tex
John DiCamillo
Posts: 360
Joined: Sat Feb 28, 2004 7:02 am
Contact:

RE: Timeskip

Post by John DiCamillo »

Yes and no. The AUTO/Timeskip function has always been a drastic form of time compression. The game calculates how long it should take to reach your next navpoint, and then loops the simulation through that time period in ten second intervals. Certain things are simplified in the interest of sanity - there is no real combat during these ten second chunks, for example. All I did for the patch was add a couple of lines of code to check the distance between the player's ship and the nearest hostile unit. If it falls below the safe-auto ranges listed above, the game simply exits the timeskip routine and puts you back in control of your ship.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Timeskip

Post by TexMurphy »

While that is a very apriciated improvement I still see the fact that there is no combat while Im on auto as a problem.

Say that you are out on a patrol, you see on the nav map a incomming fleet on your carrier that is very far away, you just set an intercept point and auto to that location. If I understand you right the ships will get to where they should have been (in range of the carrier) but they do not fire until you pop out near them. This is maybe a bad example and maybe the example of me beeing in a destroyer and another destroyer on my side runs into a enemy, you can be there to create a 2v1 situation in time to save it when it really should have been dead.

Tex
LonghornXtreme
Posts: 20
Joined: Tue Jun 29, 2004 7:41 am

RE: Timeskip

Post by LonghornXtreme »

Thats a good point Tex,

You know what would make everything much simpler? Just increasing the degrees of time shift. If we had all the way up to 32x or something of that sort then there would be little to no need of the "auto" function....
Post Reply

Return to “Starshatter: The Gathering Storm”