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Jumphole: Access Denied
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I'm playing in MP and I've noticed that I can't enter the Dublin Jumphole that is located in New London. Has anyone else had this problem? I'm hoping it is just a faction issue. The Molly's don't like me very much at all. Let me know what you think.
I don't think faction reps have anything to do with using jumpholes...I mean, there are times when the Corsairs or the Outcasts HATE me, but as long as I can avoid their fire I can still use the jumpholes in "their" systems. (Omicrons Gamma and Alpha, respectively)
The difficult we do immediately; the impossible just takes longer.
The difficult we do immediately; the impossible just takes longer.
There are a number of jumpholes in the game that is accessible only in a single player game. The Dublin->Leeds jumphole is one of them.
For a complete(?) list of single-player only jumpholes, refer to this thread.
-- The Haen.
For a complete(?) list of single-player only jumpholes, refer to this thread.
-- The Haen.
DA should just have looped the JH's ... I think it is annoying to be denied access to something that clearly have no way of denying that access.... JG's yes those I get, as they are mechanical and can be sealed...
I understand the need to blok some of the JH's as Sigma13-Berlin is making things like trade, MUCH easier than it already is (and it is WAAAY to easy as it is)
What I DONT get is why Alaska and Tohoku are locked........ I mean just because they are SP story system, is no reason to lock them, I dont care that there isnt anything to do there, just that I would be able to drift around exploring.
"Keep it icy, man .. I dont want to end up a corpse before my time, because YOU were daydreaming[!"
I understand the need to blok some of the JH's as Sigma13-Berlin is making things like trade, MUCH easier than it already is (and it is WAAAY to easy as it is)
What I DONT get is why Alaska and Tohoku are locked........ I mean just because they are SP story system, is no reason to lock them, I dont care that there isnt anything to do there, just that I would be able to drift around exploring.
"Keep it icy, man .. I dont want to end up a corpse before my time, because YOU were daydreaming[!"
Darken wrote:
Actually, DA did explain in-game (through the SP campaign and the in-game descriptions on a few of the SP-only jumpholes) how jumpholes could be "locked". Apparently, they could be out of "phase-alignment", and thus be rendered dangerous (i.e. useless). I suppose your ship's sensors automatically detects if the jumphole is out of phase-alignment, and based on that decides whether or not access is granted.
Now, whether this cover story is good enough "justification" to lock jumpholes is a matter of debate -- there are certainly aspects about this that we can nitpick over. But at the very least, no one can say that DA didn't try explain how come some jumpholes are locked, and others aren't.
-- The Haen.
I think it is annoying to be denied access to something that clearly have no way of denying that access
Actually, DA did explain in-game (through the SP campaign and the in-game descriptions on a few of the SP-only jumpholes) how jumpholes could be "locked". Apparently, they could be out of "phase-alignment", and thus be rendered dangerous (i.e. useless). I suppose your ship's sensors automatically detects if the jumphole is out of phase-alignment, and based on that decides whether or not access is granted.
Now, whether this cover story is good enough "justification" to lock jumpholes is a matter of debate -- there are certainly aspects about this that we can nitpick over. But at the very least, no one can say that DA didn't try explain how come some jumpholes are locked, and others aren't.
-- The Haen.
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