Star Citizen - Jump Points Look Amazing BUT You Need To Be Careful! Get NORDVPN Discount | nordvpn.com/boredgamer Tobii Eye Tracker 5 | tobii.gg/boredgamer Become a Channel Member | th-cam.com/users/BoredGamerUKjoin Sign Up To Star Citizen & Get a Bonus | www.boredgamer.co.uk/enlist Try Incogni 60% Off - Take Control Of Your Privacy | www.boredgamer.co.uk/incogni Support On Patreon | www.patreon.com/BoredGamer Get GameGlass | www.boredgamer.co.uk/gameglass Donate To The Channel | www.boredgamer.co.uk/donate Direct Paypal Donations | paypal.me/boredgamer Discord | discord.gg/boredgamer Website | boredgamer.co.uk Twitch | www.twitch.tv/boredgameruk Twitter / X | twitter.com/BoredGamerUK Reddit | www.reddit.com/r/BoredGamer/ Podcast | soundcloud.com/boredgameruk Checkout Hasgaha's Screenshots | www.hasgaha.com/gaming-screenshots/ LATEST STAR CITIZEN PATCH ALPHA 3.24 EVOCATI
When Bored said they could come in different sizes and some ships would not fit reminds me of Wing Commander 4 and the Intrepid can fit through the Ella system while the Vesuvius can not.
While three minutes sounds like a long time I bet it will go by very quickly because it's an actual interaction as opposed to leaving a planet which is just straight flight. I really do like the transient jump points, and I hope that the normal jump point has a lot of ship scanning going on so you can't smuggle anything through them
yeah I personally like the idea of long, moderately difficult/dangerous jump transits. It would be great to have Pyro especially be this way since it is a collapsing star - it would make sense to me that this would cause the transit to be pretty chaotic.
Time will tell if 3 minutes is too long. In 4.0 everyone will test it and debate the issue. Personally, I feel like changing systems should be a hands-on ordeal that you have to pay attention to, and I don't think three minutes is too bad. It is also something that rewards good pilots, if you get good at navigating the tunnels, especially with the transient jump points, people will care more about who is in the pilot's chair during group play outside of combat.
It sounded like they are still aiming for 4.0 q3. Take from that what you will. 3 minutes seemed fine to me, but meh. I get that they wanted to put across the feeling of traveling across an extremely vast amount of distance in a relatively short amount of time. Something akin to Andromeda’s slip speed or whatever it was called, that was a hot minute ago.🇺🇦🇭🇹🇵🇸
I think they should add in checkpoints that when you have a perfect flight through the jump point your time is cut in half. So keep normal travel time 3 minutes if you have a perfect flight 1.5 minutes
I dislike their excuse for getting rid of the gates surrounding the jump points. They said it's because jump points are naturally occurring and they wanted to keep that natural look, but this doesn't really make sense because they also said the transient jump points will appear and disappear in the Verse. So why couldn't the gates be cannon as a way of keeping the main jump points from closing, what's keeping these stable
Getting rid of the gates also means that the area available for exit points for the gates can be much larger and therefore harder for people to blockade.
Hunting for jump points and other discoveries was one of the primary reasons I wanted a Carrack or Aquila. The thought of being an explorer to find new things and places sounds quite fun!
I think gates can make a comeback and even be lore friendly. Inagine the following: A transient jump point is located and the interested faction wants to keep using it as much as possible. They construct a gate ring at the point in order to "stabilize" it and keep it from collapsing. Then consider a rival faction offering a mission to destroy the ring, thus closing the transient jump point and cutting off the defenders from reinforcements. Not only is it lore friendly, we get mission content and possibility of fleet-level combat scenarios.
Transient JPs are a good idea, but i think 3 minutes are a bit short to jump between systems in comparison to 10-12 minutes we need to jump around in Stanton itself
Different tech, you have sublight engines for general travel, quantum drive for in system travel between planets and then a jump drive for inter system travel using wormholes…without a wormhole, travelling between systems would take centuries using quantum drives only
I think a mini game to stabilize then you just fly is better. I think that having a jump cycle that is different based on the jump point itself is a good way to control traffic. Like the traffic can only pass one way at a time. That way route plotting becomes really important. Transient jump points can be awesome, taking you out to a cool area that exists only as long as the jump point is stable. Those should be more unregulated and more dangerous to do. Could add a lot of exploration gameplay too, having something like a carrack would scan the jump point and get really precise information like stability ( could be either ship size or time left ). Maybe take a page out of Eve and make a set amount of stability that decreases over time and if you move big ships though. That would make it awesome to use.
I like that Jump points have a bit of a timer. That said, when transient points become a thing, I would like even longer times, if they go much further than a nearby system.
I think that getting rid of the gates around jump points kind of makes the method of opening them seem sillier. With the need to blast it with quantum energy or whatever, it makes more sense to have an infrastructure built up to do that. It also makes the idea of an ATC allowing traffic through more plausible. Like if it's my ship that is attuning and sending the energy out, what stops me from rolling up, not contacting the ATC and just opening it and going through in universe?
jump time I think should be quicker than quantum jumping across a star system regardless of where that is cos you are effectively using a wormhole or quantum tunnel to traverse the universe... however I do believe that the distance between each system should be quicker, 3 mins isn't really that bad a time, but 2mins 30/45 depending on how far Pyro/Stanton is might be better... the Transient jump points are going to add more to the game than people think... it would be a cool idea to have the following: 1) escape roulette, where you gonna end up... you could randomly be ejected without power on to a collision course with Crusader... or into a star, or into an asteroid... or even back into Pyro itself (I would really like to see this as a potential risk to the reward of getting a smuggling run done) and it would be down to you and your crew to repair the ship quickly before the impending doom... 2) it would provide the Pyro factions a logical and viable way of sneaking in to Stanton to create hell and chaos to avoid some questions on "how the hell they got passed the gate security?" 3) traversing the transient jump points could be made more reliable using specific drives... or having purchased or earned a jump and computer modification from those who utilise it more, so plotting the course would be done more efficiently and improve more safer use of that jump point while travelling through
I'm wondering how they're going to enforce things like customs inspections and whatnot. Dropping out at risk on the edge of a system is one thing, but even the proper exit not being where the jump point is poses questions as to how security is meant to find people that have no reason to hide, let alone those that actively hide from them.
I'm super intrigued by the Transient jump points. I'm not sure how common they would be but the idea of being pursued by system police only to slip behind a large asteroid and into a Transient jump point without them knowing sounds amazing.
Is going to be interesting to see how they keep from griefers because when you wish to leave Pyro it's going to be potentially a long wait without shield or weapons to defend yourself with, and it's not a question if pirates and griefers will camp the gates because they will, definitely :S
I think that it would be cool if maybe at some point in the future they would have something like a 'jump ship' could be a military thing that can create divergent temporary jump points for military (and pirate) applications. Though to use it should be very complex tuning a system to generate a wormhole should be tough
The ISC on jump points was pretty cool. I'm actually rewatching it now. :) I think 3 minutes sound like a good starting point. Just long enough to give the process tension but hopefully not so long that fatigue becomes an honest problem.
I like the sound of the jumping dynamics. Though I agree, the 3 minutes of travel/flying time seems a bit high. I'd have to try it out for a period of time to get a feel for it.
3 minutes for a jump seems about right to me, although the number that really matters is the total time from when you arrive at the jump point to when you can arrive at the other side.
I hope that with exploration ships you can get extra information about the transient jump points. That would give a great reason to get an exploration ship and not just try and find them with a normal ship. They could also make that work where higher tier exploration ships get more info
I kind of miss the jump gates they were discussing previously. I keep thinking back to Babylon Five and how they depicted jump gates in that show and was looking forward to something similar in game.
If it was an real world, they'd probably just read your engine flare and compare it to your acceleration. That would be enough to establish your identity and mass, though I'm sure we'll continue to have transponders, cargo scanning as well.
I do think a 3-minute jump is an issue, but I also get the idea behind it. I'd love an auto-nav feature that extended the time, but kept you on the path, so you could take care of real life shenanigans that might occur in "Q-space". I also really want to be able to sync up with friends reliably before jumping, with as little potential trolling as possible in cue. Liking the direction otherwise. Godspeed, devs! Great stuff, Bored! Be well, folks! 😉👍
Surprised they are dropping ship size restrictions on permanent jump points. Under the old scheme, players with small cargo ships would've been able to take some interstellar short cuts unavailable to players with only large ships.
I like the way the Jump Points are designed, in concept, but I am not sure how well stuff is going to work if we have desync issues. Here's hoping it will work, at least most of the time.
This all sounds really awesome, except, like you said, the time for jumping. 3 mins is too long, you're right that it should be half that, but other than that, it all sounds awesome. They were after my heart with that visual of a Terrapin out in the verse... that's what I imagine myself during, just wandering in a Terrapin, looking for transient jump points to form my own map and sell shortcuts or bypasses to people lol.
Yes I love the new animations for the jump points. The transient jump points sounds cool and I love the size restrictions; will make it interesting for raids and escaping larger vessels. I do agree that 3 minutes seems a bit too long. Maybe cut that on half? See if that is better length and adjust from there
I think the 3 minute travel it's adequate while having only two systems, but with more added that timer should be reduced, otherwise travels could literally take hours. Great vid as always!
Oh, hope the transient jump points gonna be active long enough for it to be worth it, but also not long enough for it to feel like they are always there.
"Ever try calculating a jump through a transient jump point?... Well, it's no parlor trick. Without precise calculations we could fly right through a star, or bounce into a 30k. I've seen it happen, too; I only wish I hadn't."
The size restriction being gone and the different types of Jumo Point are Great, but having to call ATC for a "Naturally" occurring thing and no two way traffic is ridiculous...
That's what I'm saying. They said they wanted it to feel natural, but then everything they said after that it sounded extremely mechanical and procedural. And that's fine, but if you're going to do it that way just put the mechanical elements in there so that it makes sense. You can say that the Wormhole is naturally occurring or something but you use the ring to keep it constant and to make sure it stays open
The whole showcase threw me back to the days of Freelancer and Discovery Freelancer, hitting up the jump gates, running contraband through the naturally occurring albeit dangerous transient jump holes, UGH I can't wait for this.
I love the idea of a 3+ minute jump/ It gives the universe a sense of scale. Not everything needs to be instant. Think of the travel in WOW, Lotro, and other mmo's, it took time.. Great video.
i have to admit that this make hype a bit for 4.0, but, like the freight elevator, security should be addressed on the stable JP. With that said, I LOVE everything they presented, the more "natural" look and sound design is a 10 for me, and agree with you @BoredGamer, maybe in other systems they have like an entire infrastructure around the entrance.
(Question) do you think we will be able to turn off our jump drive mid jump deliberately in order to come out at a random point in the system? Might be good reasons to do this
the transient Jumps will be great for the Carrack as its job it to map jump points so i think they are a good idea . as for 3 mins we will just have to see maybe it will be down to how far the next system is
I think the jump time should be based on distance. I'm no quantum astrophysicist, but I would assume that even a wormhole isn't an instant mode of travel. CIG just needs to design some kind of jump speed into the lore, run a simple calculation for distance, and get the jump time that way. I know it is going to change 130 times before 1.0, but that is my thoughts
I do like the idea of jump point exploration game play. As far as the 3 minutes, i am kind of divided. I remember sitting on a boat in EQ for 30 minutes. THe first time it did make the world seem more real but it gets old fast but 3 minutes might be ok.
Not sure about the 3 min jump time, also in the discussion they went on about the prep that occurs before the jump takes place, how does all that work with Transient jump portals as you won't be required to radio into ATC for clearance etc.
Would be interested in seeing something similar to what is in Eve Online for wormholes, where players need to scan to discover the transient wormholes, they can then enter and discover valuable resources (asteroid belts), lost wrecks or valuable alien technolgy. In Eve, the wormholes are also limited by ship size and numbers entering/exitng before they close off that connection between the spaces. Would be great gameplay for ships with scanners, etc. Oh, and it would very cool to take a TAURUS INTO ONE! woot.
then possible hole collapseing behidn you as you exit suddenly in that worm space or so far out that you have to travel in void or normal flight with possible procedual debree or pois in deep space to get food water fuel so on. till get close enough to jump to a moon or planet
I can see someone using the mechanic of failing the jump, if they figure out the sweet point and deliberately fail the jump, they would end up anywhere in Pyro, or in Stanton. I would like to know what happens when you collide with other ships in mid jump.
Don't know how it'll play out, but I expected size restrictions to apply to the permanent ones and not the temporary ones. That would have given them greater control over the trade routes and given more risk/reward to using unstable jump points
I like that the jump gates got removed. As much as i enjoy the occasional Freelancer artifacts in this case it didnt really fit the style or the backstory of natural occurences. But the transient points seem fun, depending on how we will have to go about finding them
Personally, the only thing that I have issue with is the idea of calling ATC to enter the wormhole. I get calling ATC to get near the wormhole, but I should be able to activate my jump drive under my own and if I do not have proper clearance, then perhaps give me a stat, but I do not think it makes any sense that criminals or smugglers would have to use ATC or that ATC would grant them admission
I wonder if they are going to add defensive platforms to the ends of more dangerous jump points, like a Deep Space Nine type situation or even construct a Dyson sphere structure around the point.
I am curious to see how everything shakes out for SC I know they have discussed some features that I think may just turn out poorly and there are a few creators I have seen hoping they received implications of features that would mean I never really touch it. But we will just have to see how it turns out.
Transient jump point and their temporary nature+ship size restrictions reminds me a lot of EVE's wormhole system; would finally give exploration ships a purpose beyond the, up to this point, rather vague "exploration gameplay loop soon^tm".
I’m on the fence about 3 minutes for a jump. Definitely will increase the cost to move systems, but hopefully they make it interesting enough to be worth it as you travel
I agree with others, 3 minutes seem decent. But maybe it should be time based on distance travelled between systems in the future. The shorter the jump, the less time in the worm hole, the further the distance, the longer in the worm hole.
Idk if my org and I will go to pyro but we might given we are an industry org. So if we can tow salvage or mine we might go over just to lean support to however needs it. We also have some combat medics.
The whole ATC thing is obviously a temporary workaround to get jump points in quickly. We can know this because the transitory jump points won't have ATC, so CIG will have to come up with a different mechanic for initiating the jump into transitory jump points. And once they come up with that different mechanic, what would be the justification for requiring ATC clearance to jump at the permanent jump points?! It just doesn't make any sense as a permanent mechanic, but the fact that they are going public with this obviously temporary mechanic indicates to me that they really are planning to get jump points in the game SOON (tm).
which jump points and larger systems I'm wondering if they're going to completely rework fuel. I feel like available distance is just a random assignment per ship. some small ships I can make it across stanton and back, and others can't even make it one way. it makes sense for fighters, but other small/medium-small ships seem like their range is too short. of course refueling gameplay is a thing, so I think the entire system needs looked at once new systems get introduced. either way, very excited for exploration gameplay! but first they need to ensure you can't randomly die from running into an invisible wall or other random cig issue, because it would suck spending hours exploring and spending loads of resources only to die to an invisible wall.
The transient jump points sound cool and I think they are a good idea but most of them probably won't be in until other systems are added. maybe there will be a couple for deregulated Pyro entry but for the most part I don't think we will be seeing much of that until way later in development.
Star Citizen - Jump Points Look Amazing BUT You Need To Be Careful!
Get NORDVPN Discount | nordvpn.com/boredgamer
Tobii Eye Tracker 5 | tobii.gg/boredgamer
Become a Channel Member | th-cam.com/users/BoredGamerUKjoin
Sign Up To Star Citizen & Get a Bonus | www.boredgamer.co.uk/enlist
Try Incogni 60% Off - Take Control Of Your Privacy | www.boredgamer.co.uk/incogni
Support On Patreon | www.patreon.com/BoredGamer
Get GameGlass | www.boredgamer.co.uk/gameglass
Donate To The Channel | www.boredgamer.co.uk/donate
Direct Paypal Donations | paypal.me/boredgamer
Discord | discord.gg/boredgamer
Website | boredgamer.co.uk
Twitch | www.twitch.tv/boredgameruk
Twitter / X | twitter.com/BoredGamerUK
Reddit | www.reddit.com/r/BoredGamer/
Podcast | soundcloud.com/boredgameruk
Checkout Hasgaha's Screenshots | www.hasgaha.com/gaming-screenshots/
LATEST STAR CITIZEN PATCH ALPHA 3.24 EVOCATI
thanks for these coverage, very helpful, its crazy how much you have covered actually
Transient jump points sounds like a really cool mechanic that could greatly change gameplay for their duration
When Bored said they could come in different sizes and some ships would not fit reminds me of Wing Commander 4 and the Intrepid can fit through the Ella system while the Vesuvius can not.
The transient jump points is the first proper bit of exploration added to the game I love it!
While three minutes sounds like a long time I bet it will go by very quickly because it's an actual interaction as opposed to leaving a planet which is just straight flight.
I really do like the transient jump points, and I hope that the normal jump point has a lot of ship scanning going on so you can't smuggle anything through them
thus need to scan down a rouge jump point taht could be unstable collapse on you
yeah I personally like the idea of long, moderately difficult/dangerous jump transits. It would be great to have Pyro especially be this way since it is a collapsing star - it would make sense to me that this would cause the transit to be pretty chaotic.
I think it makes sense that we would take an active role in jump point navigation. The game doesn’t hold your hand as much as others for sure.
Time will tell if 3 minutes is too long. In 4.0 everyone will test it and debate the issue. Personally, I feel like changing systems should be a hands-on ordeal that you have to pay attention to, and I don't think three minutes is too bad. It is also something that rewards good pilots, if you get good at navigating the tunnels, especially with the transient jump points, people will care more about who is in the pilot's chair during group play outside of combat.
Love the feel of jump points. Looking forward to this being in the game
It sounded like they are still aiming for 4.0 q3. Take from that what you will. 3 minutes seemed fine to me, but meh. I get that they wanted to put across the feeling of traveling across an extremely vast amount of distance in a relatively short amount of time. Something akin to Andromeda’s slip speed or whatever it was called, that was a hot minute ago.🇺🇦🇭🇹🇵🇸
3 minute seems really reasonable for traveling between systems, especially when it's active and keeps you engaged.
Basically, If you treat it like a space sim you’re fine. If you treat it like fortnight you a noob.
I think they should add in checkpoints that when you have a perfect flight through the jump point your time is cut in half. So keep normal travel time 3 minutes if you have a perfect flight 1.5 minutes
Was really glad to see some clarification on the jump points at last. The transient jump points could be really fun :)
I think they are essential for pathfinders and explorers. Totally agree!
I dislike their excuse for getting rid of the gates surrounding the jump points. They said it's because jump points are naturally occurring and they wanted to keep that natural look, but this doesn't really make sense because they also said the transient jump points will appear and disappear in the Verse. So why couldn't the gates be cannon as a way of keeping the main jump points from closing, what's keeping these stable
Getting rid of the gates also means that the area available for exit points for the gates can be much larger and therefore harder for people to blockade.
@@stevenminnett524 didn’t they say the jump points won’t be the exit points, that you’ll come out somewhere random in the vicinity?
Hunting for jump points and other discoveries was one of the primary reasons I wanted a Carrack or Aquila. The thought of being an explorer to find new things and places sounds quite fun!
I think gates can make a comeback and even be lore friendly. Inagine the following:
A transient jump point is located and the interested faction wants to keep using it as much as possible. They construct a gate ring at the point in order to "stabilize" it and keep it from collapsing.
Then consider a rival faction offering a mission to destroy the ring, thus closing the transient jump point and cutting off the defenders from reinforcements.
Not only is it lore friendly, we get mission content and possibility of fleet-level combat scenarios.
I love it. Makes sense 3 mins of being hands on is a bit tough but makes sense time should be pending how far the jump is. I like it
Transient JPs are a good idea, but i think 3 minutes are a bit short to jump between systems in comparison to 10-12 minutes we need to jump around in Stanton itself
Different tech, you have sublight engines for general travel, quantum drive for in system travel between planets and then a jump drive for inter system travel using wormholes…without a wormhole, travelling between systems would take centuries using quantum drives only
I think a mini game to stabilize then you just fly is better. I think that having a jump cycle that is different based on the jump point itself is a good way to control traffic. Like the traffic can only pass one way at a time. That way route plotting becomes really important.
Transient jump points can be awesome, taking you out to a cool area that exists only as long as the jump point is stable. Those should be more unregulated and more dangerous to do. Could add a lot of exploration gameplay too, having something like a carrack would scan the jump point and get really precise information like stability ( could be either ship size or time left ). Maybe take a page out of Eve and make a set amount of stability that decreases over time and if you move big ships though. That would make it awesome to use.
I like that Jump points have a bit of a timer. That said, when transient points become a thing, I would like even longer times, if they go much further than a nearby system.
Looks fancy, but I was hoping you could just fly through, like diving into a jump point to escape trouble in one system.
I think that getting rid of the gates around jump points kind of makes the method of opening them seem sillier. With the need to blast it with quantum energy or whatever, it makes more sense to have an infrastructure built up to do that. It also makes the idea of an ATC allowing traffic through more plausible. Like if it's my ship that is attuning and sending the energy out, what stops me from rolling up, not contacting the ATC and just opening it and going through in universe?
jump time I think should be quicker than quantum jumping across a star system regardless of where that is cos you are effectively using a wormhole or quantum tunnel to traverse the universe... however I do believe that the distance between each system should be quicker, 3 mins isn't really that bad a time, but 2mins 30/45 depending on how far Pyro/Stanton is might be better...
the Transient jump points are going to add more to the game than people think...
it would be a cool idea to have the following:
1) escape roulette, where you gonna end up... you could randomly be ejected without power on to a collision course with Crusader... or into a star, or into an asteroid... or even back into Pyro itself (I would really like to see this as a potential risk to the reward of getting a smuggling run done) and it would be down to you and your crew to repair the ship quickly before the impending doom...
2) it would provide the Pyro factions a logical and viable way of sneaking in to Stanton to create hell and chaos to avoid some questions on "how the hell they got passed the gate security?"
3) traversing the transient jump points could be made more reliable using specific drives... or having purchased or earned a jump and computer modification from those who utilise it more, so plotting the course would be done more efficiently and improve more safer use of that jump point while travelling through
I'm wondering how they're going to enforce things like customs inspections and whatnot. Dropping out at risk on the edge of a system is one thing, but even the proper exit not being where the jump point is poses questions as to how security is meant to find people that have no reason to hide, let alone those that actively hide from them.
Yeah the drop out point being varied doesn't make a lot of sense to me, except to ensure no collisions from group jumps.
It prevents ganking.
Control points will be on exiting the system.
Every time I hear Jump points I wanna start singing that old VanHalen song....
I mean…..you might as well. 😏
Just, JUMP!
For my love!
JUMP IN!
I forget!
🎶🎵🎼
don't get how it makes more sense for us to be shooting a quantum laser at the phenomena instead of having a gate around the anomoly
I'm super intrigued by the Transient jump points. I'm not sure how common they would be but the idea of being pursued by system police only to slip behind a large asteroid and into a Transient jump point without them knowing sounds amazing.
It's a good sign that we are getting more info regarding how Jump Points will work, they might really push out 4.0 this year.
I think halving the jump travel time would be a good start and would hopefully bring the number closer to where it would feel good and fun
Kind of surprised they got rid of the gates around the jump points, hope we still see them in some places - love a good megastructure
Is going to be interesting to see how they keep from griefers because when you wish to leave Pyro it's going to be potentially a long wait without shield or weapons to defend yourself with, and it's not a question if pirates and griefers will camp the gates because they will, definitely :S
I think that it would be cool if maybe at some point in the future they would have something like a 'jump ship' could be a military thing that can create divergent temporary jump points for military (and pirate) applications.
Though to use it should be very complex tuning a system to generate a wormhole should be tough
The ISC on jump points was pretty cool. I'm actually rewatching it now. :)
I think 3 minutes sound like a good starting point. Just long enough to give the process tension but hopefully not so long that fatigue becomes an honest problem.
I like the sound of the jumping dynamics. Though I agree, the 3 minutes of travel/flying time seems a bit high. I'd have to try it out for a period of time to get a feel for it.
3 minutes for a jump seems about right to me, although the number that really matters is the total time from when you arrive at the jump point to when you can arrive at the other side.
I hope that with exploration ships you can get extra information about the transient jump points. That would give a great reason to get an exploration ship and not just try and find them with a normal ship. They could also make that work where higher tier exploration ships get more info
The buff to exploration by these design choices is very clear.
It is cool that at the beginning we have to make sure we stay in the jump.
It all sounds good at the moment. I really am looking forward to Pyro and Nyx
I kind of miss the jump gates they were discussing previously. I keep thinking back to Babylon Five and how they depicted jump gates in that show and was looking forward to something similar in game.
love the sort of ATC traffic - I hope they add a sort of 'weight station' or customs check for freighters at jump points
If it was an real world, they'd probably just read your engine flare and compare it to your acceleration. That would be enough to establish your identity and mass, though I'm sure we'll continue to have transponders, cargo scanning as well.
3 minutes for active flight isn't awful, but what about all of the waiting and pre-alignment work that needs to be done.
I have an issue with 3 minutes. It should be longer!! This isn't EVE
I agree with you, cut down on travel time always. Here to play, not sit around waiting to get somewhere
I'm glad they dropped the Jump Point size limitation on these first release, maybe they'll add it for the temporal JPs
Cool feature, I can't wait to try it. 4 minutes seems reasonable was when using quantum it can take longer for the larger distances
I do think a 3-minute jump is an issue, but I also get the idea behind it. I'd love an auto-nav feature that extended the time, but kept you on the path, so you could take care of real life shenanigans that might occur in "Q-space". I also really want to be able to sync up with friends reliably before jumping, with as little potential trolling as possible in cue. Liking the direction otherwise. Godspeed, devs! Great stuff, Bored! Be well, folks! 😉👍
Surprised they are dropping ship size restrictions on permanent jump points. Under the old scheme, players with small cargo ships would've been able to take some interstellar short cuts unavailable to players with only large ships.
3 min seems fine, when you take the distance and that in. I'd say that some jump point could be longer or shorter depending on game law distance too.
I like the way the Jump Points are designed, in concept, but I am not sure how well stuff is going to work if we have desync issues. Here's hoping it will work, at least most of the time.
This all sounds really awesome, except, like you said, the time for jumping. 3 mins is too long, you're right that it should be half that, but other than that, it all sounds awesome. They were after my heart with that visual of a Terrapin out in the verse... that's what I imagine myself during, just wandering in a Terrapin, looking for transient jump points to form my own map and sell shortcuts or bypasses to people lol.
I'm more curious about the smaller jump points. I'm also hoping to discover new or believed to be lost systems.
Yes I love the new animations for the jump points. The transient jump points sounds cool and I love the size restrictions; will make it interesting for raids and escaping larger vessels.
I do agree that 3 minutes seems a bit too long. Maybe cut that on half? See if that is better length and adjust from there
I think the 3 minute travel it's adequate while having only two systems, but with more added that timer should be reduced, otherwise travels could literally take hours. Great vid as always!
Oh, hope the transient jump points gonna be active long enough for it to be worth it, but also not long enough for it to feel like they are always there.
"Ever try calculating a jump through a transient jump point?... Well, it's no parlor trick. Without precise calculations we could fly right through a star, or bounce into a 30k. I've seen it happen, too; I only wish I hadn't."
It would be cool if they make a secret and super aggressive star system that you can only reach by jump accidents.
The size restriction being gone and the different types of Jumo Point are Great, but having to call ATC for a "Naturally" occurring thing and no two way traffic is ridiculous...
That's what I'm saying. They said they wanted it to feel natural, but then everything they said after that it sounded extremely mechanical and procedural. And that's fine, but if you're going to do it that way just put the mechanical elements in there so that it makes sense. You can say that the Wormhole is naturally occurring or something but you use the ring to keep it constant and to make sure it stays open
The transient jump point locating could be a fun loop
Transient jump points finaly sound like the beginnings of a real exploration loop!
Good that they are adding mechanics to the jumps other than just press a button and go. The more interactivity and minigames the better IMO.
The whole showcase threw me back to the days of Freelancer and Discovery Freelancer, hitting up the jump gates, running contraband through the naturally occurring albeit dangerous transient jump holes, UGH I can't wait for this.
I love the idea of a 3+ minute jump/ It gives the universe a sense of scale. Not everything needs to be instant. Think of the travel in WOW, Lotro, and other mmo's, it took time..
Great video.
Good that they're baking in ways to prevent griefing in the design
i have to admit that this make hype a bit for 4.0, but, like the freight elevator, security should be addressed on the stable JP.
With that said, I LOVE everything they presented, the more "natural" look and sound design is a 10 for me, and agree with you @BoredGamer, maybe in other systems they have like an entire infrastructure around the entrance.
I would say 3 minutes is spot on for traveling from one star system to another. It should feel like you've gone a great distance.
(Question) do you think we will be able to turn off our jump drive mid jump deliberately in order to come out at a random point in the system? Might be good reasons to do this
Really looking forward to my first experience of Pyro: setting a "rescue" beacon because I failed the mini game during the jump 😅
the transient Jumps will be great for the Carrack as its job it to map jump points so i think they are a good idea .
as for 3 mins we will just have to see maybe it will be down to how far the next system is
I think the jump time should be based on distance. I'm no quantum astrophysicist, but I would assume that even a wormhole isn't an instant mode of travel. CIG just needs to design some kind of jump speed into the lore, run a simple calculation for distance, and get the jump time that way. I know it is going to change 130 times before 1.0, but that is my thoughts
I do like the idea of jump point exploration game play. As far as the 3 minutes, i am kind of divided. I remember sitting on a boat in EQ for 30 minutes. THe first time it did make the world seem more real but it gets old fast but 3 minutes might be ok.
I am hoping that they bring in the scanning/exploration to "find" these transient jump points
Not sure about the 3 min jump time, also in the discussion they went on about the prep that occurs before the jump takes place, how does all that work with Transient jump portals as you won't be required to radio into ATC for clearance etc.
Note that they didn't specify before the end of which year)
It's quite likely 4.0 will be actually released to PU by the end of 2025.
Would be interested in seeing something similar to what is in Eve Online for wormholes, where players need to scan to discover the transient wormholes, they can then enter and discover valuable resources (asteroid belts), lost wrecks or valuable alien technolgy. In Eve, the wormholes are also limited by ship size and numbers entering/exitng before they close off that connection between the spaces. Would be great gameplay for ships with scanners, etc. Oh, and it would very cool to take a TAURUS INTO ONE! woot.
then possible hole collapseing behidn you as you exit suddenly in that worm space or so far out that you have to travel in void or normal flight with possible procedual debree or pois in deep space to get food water fuel so on. till get close enough to jump to a moon or planet
I can see someone using the mechanic of failing the jump, if they figure out the sweet point and deliberately fail the jump, they would end up anywhere in Pyro, or in Stanton.
I would like to know what happens when you collide with other ships in mid jump.
They're masters about building immersion. Hope the Jump Points ring come back someday.
Don't know how it'll play out, but I expected size restrictions to apply to the permanent ones and not the temporary ones. That would have given them greater control over the trade routes and given more risk/reward to using unstable jump points
Wait... so how long does a pilot have to sit in Pirate Bait Mode, err Nav Mode before jumping?
I like that the jump gates got removed. As much as i enjoy the occasional Freelancer artifacts in this case it didnt really fit the style or the backstory of natural occurences. But the transient points seem fun, depending on how we will have to go about finding them
Personally, the only thing that I have issue with is the idea of calling ATC to enter the wormhole. I get calling ATC to get near the wormhole, but I should be able to activate my jump drive under my own and if I do not have proper clearance, then perhaps give me a stat, but I do not think it makes any sense that criminals or smugglers would have to use ATC or that ATC would grant them admission
I wonder if they are going to add defensive platforms to the ends of more dangerous jump points, like a Deep Space Nine type situation or even construct a Dyson sphere structure around the point.
I am curious to see how everything shakes out for SC I know they have discussed some features that I think may just turn out poorly and there are a few creators I have seen hoping they received implications of features that would mean I never really touch it. But we will just have to see how it turns out.
Transient jump point and their temporary nature+ship size restrictions reminds me a lot of EVE's wormhole system; would finally give exploration ships a purpose beyond the, up to this point, rather vague "exploration gameplay loop soon^tm".
Jump points look interesting. Hard to tell about a three minute transfer window as it not long, but may feel long in game.
Hopefully they will add jump gates to the game, maybe as a hub of artificial one way jump points with Earth at the center.
I’m on the fence about 3 minutes for a jump. Definitely will increase the cost to move systems, but hopefully they make it interesting enough to be worth it as you travel
looking forward to see where they go with scanning down these transit wormholes
I love what they're doing with the different jumppoints!
I agree with others, 3 minutes seem decent. But maybe it should be time based on distance travelled between systems in the future. The shorter the jump, the less time in the worm hole, the further the distance, the longer in the worm hole.
Idk if my org and I will go to pyro but we might given we are an industry org. So if we can tow salvage or mine we might go over just to lean support to however needs it. We also have some combat medics.
Looking forward to Pyro, i had a feeling they were being too ambitious when they said it would come in July. I expect it closer to November December.
I think that major jump points should be fairly easy to use and the "mini game" shouldn't really be difficult the transient one's can be harder
The whole ATC thing is obviously a temporary workaround to get jump points in quickly. We can know this because the transitory jump points won't have ATC, so CIG will have to come up with a different mechanic for initiating the jump into transitory jump points. And once they come up with that different mechanic, what would be the justification for requiring ATC clearance to jump at the permanent jump points?! It just doesn't make any sense as a permanent mechanic, but the fact that they are going public with this obviously temporary mechanic indicates to me that they really are planning to get jump points in the game SOON (tm).
I like the changes they've made to how JPs work. I think this will be far more interesting for the exploration gameplay.
I would like an option to be in auto mode or manual mode. Maybe with some extra time involved in having it in auto mode
Thanks for covering the project.
which jump points and larger systems I'm wondering if they're going to completely rework fuel. I feel like available distance is just a random assignment per ship. some small ships I can make it across stanton and back, and others can't even make it one way. it makes sense for fighters, but other small/medium-small ships seem like their range is too short. of course refueling gameplay is a thing, so I think the entire system needs looked at once new systems get introduced. either way, very excited for exploration gameplay! but first they need to ensure you can't randomly die from running into an invisible wall or other random cig issue, because it would suck spending hours exploring and spending loads of resources only to die to an invisible wall.
I think the time should be variable based on the distance between the two systems.
The transient jump points sound cool and I think they are a good idea but most of them probably won't be in until other systems are added. maybe there will be a couple for deregulated Pyro entry but for the most part I don't think we will be seeing much of that until way later in development.