It happened in MULTIPLAYER on the server : 1. Warp jump exit animation = FASTER on the server than in the game client (!!!!!) Perhaps this is due to poor Internet speed (?!) Then, due to poor synchronization, the exit from the WARP space ON THE SERVER AND IN THE GAME CLIENT = will be different (!) This problem led to the loss of my ship (!) When the warp jump exit animation ended = I found that my ship was GETTING A LOT OF DAMAGE, no longer moving ... and after 5 seconds it was already destroyed ... THIS IS A REAL PROBLEM (!) It should not be (!!!!!!) Such actions should take place ON THE PLAYER'S COMPUTER, and then, when the new location is fully loaded = send a command TO THE SERVER "that it is POSSIBLE to complete the warp jump" (!!!!!!!!) ONLY THIS, BUT NOT OTHERWISE (!) 2. in the exit zone from the warp jump = 450 meters was the Zirax base, which ON THE SERVER = DESTROYED MY STILL_(!) SHIP, when I still had a warp flight animation on my computer, and the exit from which was just ending! Therefore - you need to take precautions, AND FORBIDDEN ANY ENEMIES (ships / bases) to be in the exit zone from warp space (!) WARP-JUMP EXIT AREA MUST BE CLEAR OF ENEMY (!), or, the nearest enemy spawn must be AT LEAST 2.5 km from the warp-jump exit point (!!!!)
" Warps" usually puts the player at roughly 10 km from the center of a space playfield. They could probably make an "exclusion" zone in the 7-13 km radius to allow safe arrival in a new playfield ( +3 km and -3km from the 10 km arrival radius). This could be an easy rule to follow when working with fixed playfields, but for random playfields there is no way presently to prevent what you describe. +1 for the suggestion.
Yes this is badly needed in my opinion. Like mentioned there is no real way to set up a space playfield for an exclusion zone. Another issue is warping into planetary rings and getting stuck. Solution there is to just remove collision on the rings as the rocks are small enough they really don't need it anyway. If an exclusion zone isn't possible or wanted, then some kind of limited invulnerability you can't be damaged or won't be targeted by the AI would give players enough time to load and get away.
By the way - this situation also applies to the MOMENT OF REVIVAL "NEAR THE PLACE OF DEATH OF THE CHARACTER" (!) If a character dies near the POI (eg Zirax base), and when he chooses "respawn at the nearest location" = then he is randomly transported to another point in the area around the base within 100 meters .... BUT THE PROBLEM IS IDENTICAL = on the server - the character spawns happens EARLIER than in the player's computer, so the character DIES REPEAT FASTER, because the turrets at the base are ALREADY aimed at the character, and shoot! Therefore, WHEN after rebirth - the character instantly dies! Doesn't even have a chance to RUN AND HIDE = because there is NO TIME = on the server the respawn went LONGER and the turrets are already attacking...