Cancel Hyperspace
Cancel Hyperspace
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?
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- Bob Janova
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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
. Must learn to type right]
[Edit: without ejecting

Last edited by Bob Janova on Fri Nov 11, 2005 2:47 pm, edited 1 time in total.
- Fighter_Ace
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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...
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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.
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.
Last edited by Steve! on Fri Nov 11, 2005 6:50 pm, edited 1 time in total.
- cavemaniac1
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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!
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!
The one thing that we learn from history is that we don't learn from history...
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
Also when all rear engines are destroyed, the red engine glow should stop and there should be loads of smoke

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