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Games Entertainment

New Jumpgate Evolution Details 37

Hermann Peterscheck, lead producer for Jumpgate Evolution, sat down with IncGames for a lengthy interview they've split into three parts. In the first, he talks about the scope and feel of the game, and how they broke the vastness of space down into usable, "logical chunks." He goes on to confirm that there are no classes, and he provides some basic information about the game's economy and how Jumpgate Evolution compares to other MMOs. In the last segment, Peterscheck discusses the lore and some of the thought process behind developing the story, noting how happy they were to own the IP from the original Jumpgate.
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New Jumpgate Evolution Details

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  • Re:Unboring "space" (Score:4, Interesting)

    by 19thNervousBreakdown ( 768619 ) <davec-slashdot&lepertheory,net> on Saturday November 29, 2008 @07:11AM (#25923895) Homepage

    Well, to be fair, within a solar system EVE actually simulates proper space, even during "warp" travel. If you and another ship warp at the same time, in the same direction, you'll see them flying next to you even though you're both traveling millions (? can't be bothered to do the math) of times faster than normal in-game travel. When you run a scan probe, if someone's in warp you catch them where they are between the two points, not at one point or the other. There's no blinking between places except when you go from one solar system to the other. Given that even in warp travel you're only going up to about 200 AU max, and that the length of your jumps is limited by your ship's capacitor, simulating the multi-light-year distances between solar systems would be pretty pointless.

    Really, how fun of a game would it be if you could just pick a random 0.001 degree aberration from your course and be basically guaranteed that you won't run into trouble? The bottlenecks are a source of fun, not a detraction from it.

If you have a procedure with 10 parameters, you probably missed some.

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