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  • There are 2 ways of presenting space in-game: either you keep the real-feel, the planets are humongeous, the space is so vast, that it is impossible to travel anywhere at impulse speed and the only way of traveling on longer distances are FTL/Hyperspace/Subspace engines (like in Battlestar Galactica, Freespace, Star-Trek's Warp speeds, Star-Gate) or you present the space in the reduced form like here in Freelancer - planets are way to small, traveling thru solar systems on cruise engines takes …
  • I have to disagree with you OP. There are strategical points in the world like stations and planets, that could be barricaded, defended or attacked. Disruptors could work the same they work now, but with a longer FTL disruption time. Jump length could be limited. There are many, many ways to implement such a feature with gain to MP and not loss. In every world I have mentioned above there was a way to find each other and you can't say no. But it's just my deeply incoherent with found Freelancer…
  • Technically better way would be to write it on the actual wormhole code, meaning: activating the jumpdrive would be creating JH effect for a second at your position (for observers) and you would be sucked into hyperspace tunnel just like going thru JH and JG. The biggest problem I see would be the navigation code - how would be the choosing of jump coordinates implemented? An additional waypoint marker in map & navs? Map appearing when FTL activated? Ahh... the possibilities and speculations...
  • @Arrow&Orion Like I said: it might be possible with Freelancer engine, but it wouldn't work well. The engine is dated. @OP: you might have right here, I don't have even a small percent of your knowledge about administration of such server like this and clearly people from Freespace community hadn't have to dispute such problems, as every battle scene was a separate level. I think though that with careful planning and dedicated engine game close to the Freelancer and incorporating FTL drives wou…