I don’t mean to be a pest Jay, but you might look into this (in your copious spare time!) because I’m pretty sure there are some underlying coding bugs and it just so happens in this game, they were noticed - also some pretty experienced/observant players, so credible reports.
I.e. this probably crops up in other games, but people just say WTF or don’t notice. Good news is you have a good “test case” here.
Right now, most of the stars are 4 LY distant … so a I think a 4 tick turn would be good since it moves you a 1/3 of the distance at regular speeds … and the entire distance with WG’s!
Or maybe make 'em all 4.3 LY so in the second case, you could see your impending doom coming … but have time to launch back at 'em.
But the map needs to be fixed up IMHO … as noted, there are some discontinuities (wormholes!) in places where the flight times aren’t quite what you think they should be - I actually think this is bug in the NP code. Also, that isolated star at the very bottom is a bit unfair to those players.
So would that be 4.251 LY or 4.301 LY or 4.349 LY ? Because something happens at 4.33333 LY .
Those distances all round to 4.3 LY , but carrier flight times increase one tick past the 1/3 LY mark.
Yea, should have said 4.25LY between stars (with 4 Ticks/Jump) … and yea, there are some serious “wormholes” in the current map, so you want to stay away from distances very close to multiples of 1/3LY.
4.5 LY might work also. 1/2 LY does not conflict with Scan range boundaries, nor Hyperspace range boundaries, nor carrier flight time boundaries. 4.5 LY is also less mysterious for players than 4.25 LY, since the ruler measurements are rounded to one decimal place, not two decimal places.
Madness should wrap up shortly - will post a final animation of the map … pretty wild looking.
Everyone knows how it is a challenge to get two players to work together … and 3-way partnership is really tough - very impressive how Golden Ace, Katrine, and Sekoms worked together.
But somehow we just got FIVE players (myself, Rektal, Tinker, Dibble, and Londane) working together against them in a HUGE simultaneous real-time move … was frickin’ awesome and the highlight of the game!
Londane took a defensive hit for the team, I finished Scan barely in time to pass to Dibble who then passed me Weapons which I then passed back to the rest of the team … who all had attacks in progress. None of us know each other in RL (and I think I’ve only played with one of these guys before a long time ago) and it was a huge leap of trust for it to somehow come together and not backstab the other player … especially in this crazy Russian Roulette game.
Major props for Rektal, Tinker, Dibble, and Londane.
It’s over - thanks Ross for setting up and everyone for playing - this game truly was Madness!
Final Screenshot below (I criss-crossed a buncha carriers) and the image after that is an animation of how the game unfold - click on either one to see larger.