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June 21st, 2005, 01:22 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Babylon 5 map creation: The Hyperspace issue
I'm sure someone has come up with this idea...but...it seems so simple...In B5 if I remember correctly there are two types of ways to travel via hyperspace...1) Ship generated hyper-jump drive, and 2) a stationary hyper-jump gate...
Can't you just give an engine type component the ability to open and close wp's, and not have any wp's on the map. Different engines will of course allow you to go different distances...for ships without these drive, or one big enough to get certain places, then a static base, with a gate wp opener could be utilized...unless you want to have battle or encounters in hyperspace...I dont really see a need for it...
Kana
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June 21st, 2005, 01:36 AM
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Shrapnel Fanatic
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Re: Babylon 5 map creation: The Hyperspace issue
People would have to close the warp-point behind them.
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June 21st, 2005, 04:14 AM
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Lieutenant General
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Re: Babylon 5 map creation: The Hyperspace issue
Another map for hyperspace would be fun, with encounters and battles taking place in there, adding another level of strategies and exploration. And yet another level for third space or quasi-space after researching or discovering a high level in astrophysics would be wonderful too.
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June 22nd, 2005, 01:56 AM
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Sergeant
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Re: Babylon 5 map creation: The Hyperspace issue
Hi! i've been lurking here for some time, and i've finally found something to post, i don't know if it will be helpfull anyway....., maybe some of you would like to use the JPG (see attached file) to make a map for the MOD, by the way i've extrated this file from the Babylon Project MOD, for freespace 2 
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June 22nd, 2005, 04:05 AM
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General
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Re: Babylon 5 map creation: The Hyperspace issue
Eax: Woo, pretty.
I know se5 has no plans to implement alternative FTL methods, but it would be nice if it were able to handle quasi-alt-FTL projects like this more comfortably. ways SE5 could help:
- moddable limit on warp points per system.
- auto-closing warp points.
- Stellar manipulation allowed from bases.
- improved routing code, able to handle complex maps.
- "slow" warp points, that take a moddable amount of movement points to traverse.
Any betas know if any of these things are likely to be in se5?
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June 22nd, 2005, 07:48 AM
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Shrapnel Fanatic
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Re: Babylon 5 map creation: The Hyperspace issue
With just openers and closers, the warppoints would end up going direcly from system to system with no hyperspace, and no time delays.
Also, you always come out on the closest sector to the system you openend the warppoint from.
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June 23rd, 2005, 01:49 PM
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Private
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Re: Babylon 5 map creation: The Hyperspace issue
http://www.norlion.com/b5/main.html
I have a number of B5 maps there including that 2258 one. I haven't stuck the Mongoose one there yet.
I think Hyperspace would make the game very interesting. You could take a fleet from Centauri Prime and go all the way to Sol without going back to realspace. The EA would have to stick fleets in Hyperspace and real space to stop you. It makes defense much harder.
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