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Cancel Hyperspace

Posted: Thu Nov 10, 2005 6:27 pm
by qwas
Just now I was playing and I decided to hyperspace, then I got onto the tail of an enemy, but I had already hyperspaced before I could kill him, any chance of adding a cancel hyperspace feature?

Posted: Thu Nov 10, 2005 6:40 pm
by Steve!
That would defeat the point of hyperspace.

Hyperspace is a method for getting you out of battle, you have to think VERY carefully before using it because there is no going back. I personally prefer it that way, much more tatical.

Posted: Thu Nov 10, 2005 6:52 pm
by Bob Janova
What Steve said. Otherwise you just hit hyperspace on first contact, and if everything's fine with 1 turn left you cancel it, rinse and repeat. That would get you out of a lot of holes without ejecting.

[Edit: without ejecting :roll: . Must learn to type right]

Posted: Thu Nov 10, 2005 11:39 pm
by Fighter_Ace
Besides that, it makes you confirm your choice so there should be no "oops" involved.

Posted: Fri Nov 11, 2005 12:06 am
by BoxZone_Author
Add my vote to the "No cancel Hyperspace" pile for reasons already stated by others.

Posted: Fri Nov 11, 2005 5:49 pm
by Thegreatnick
What he said. BZA.
Although maybe we ought to hear what qwas thinks as well. Reasons for it etc.

Posted: Fri Nov 11, 2005 6:27 pm
by qwas
Well, one thing, it would probbaly like that in real life, and its especially annoying when youre like a newb and you dont know or whatever and u click Hyperspace and youre trying to gain medals and to get as far in rank as possible...

Posted: Fri Nov 11, 2005 6:48 pm
by Steve!
If the hyperspace takes the ships reactor 7 turns to charge, that?s a lot of power, perhaps the hyperspace drive doesn?t have an effective cooling system to deal with dissipating that kind of power, hence cancelling hyperspace would blow the engines or something.

There's an option, you could cancel hyperspace but there?s a certain chance, 50% maybe,(or even dependant on for how long its been charging) that it will fail to cool down and blow up, permanently disabling hyperspace and rear engines as I always feel hyperspace should need at least one rear engine to function. (that way crippled ships cant hyperspace).

But I think its fine as it is.

Posted: Fri Nov 11, 2005 6:49 pm
by cavemaniac1
The trouble is: Once you've initiated the Critical Mass Jump sequence, it CAN'T be aborted - you'll jump weather you want to or not!

Think of it like an aircraft that passes the point of no return - you're committed. You should have thought a bit more carefully about pressing that button...


I usd to play an older version of CM that only had a 5 (?) turn hyperspace and getting used to the 8 turn jump was a steep learning curve!

Posted: Fri Nov 11, 2005 7:00 pm
by Steve!
Actually that gives me a good idea for a missile, a hyperspace disrupting missile thats as fast as a daycorn with as limited fuel, on contact with a hyperspacing ship its blows the hyperdrive, stopping the hyperspace jump and blowing out all remaining rear engines. It would have little or no effect on a normal ship. Useful for when the cowardly warrior you've just spent 6 plectrons blasting to bits, hyperspaces away.

Also when all rear engines are destroyed, the red engine glow should stop and there should be loads of smoke :)

Posted: Sat Nov 12, 2005 3:43 pm
by socks
but would you like to have an anti hyperspce missile bearing down on you when you are trying to exit the arena?

Posted: Sat Nov 12, 2005 10:39 pm
by Steve!
Well personally I usually withdraw from combat to hyperspace, when I've taken too much damage or run out of missiles. Waiting 7 turns to get out in a dog fight is too long. If im in serious trouble and cant withdraw I usually eject.

Posted: Sun Nov 13, 2005 2:05 pm
by TheKangaroo
As hyperspacing out of a dogfight to save your life usually means your ship has taken a couple of hits already an anti-hyperspace-missile would be quite pointless as it would be way more effective to just fire another regular missile and blow the ship up.