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Disco is big. approx 4x the size of vanilla, and while we have jump-trading, this kinda burns piracy.

so i had another daft idea.


long range jump gates/holes.


Advantages
Much easier to pirate, much quicker to trade.

Disadvantages:
Prices need to be raised in the border worlds to increase traffic there.

Mechanics:
pick up at buy point, travel to supergate, pop up in new place, take trade-lanes and local gates to sell point.

Gates would ideally be highly radioactive. this would tie in nicely with the texas supergate lore, and also give a reason for the gate to be located out of the capital system, meaning that pirates -can- loiter, but not camp.


superjumpholes would serve to connect the houses in the 'non-cardinal' directions.


the extent of the range of these gates shouldn't drastically cut trading times. the point of these gates isnt to make me eleventy bazillion credits a minute, but to increase the likelihood of interaction between players.
Texas incident?
JD is stupid,they was added like BSs to the pirates,without any idea how it works and what its will be.
Idea to add to this if it were to ever happen (probably not) make the jumpgates take a long time to charge up (30 seconds or so). Reason being it would be faster to trade via these but it wouldnt be possible to quickjump to get away from pirates. Also in an RP standpoint the gates would need a lot of power to activate, so it would take them longer to charge.
(12-19-2012, 12:57 PM)Reptile Wrote: [ -> ]Texas incident?

Do you even read the lore before blurting something out? Texas gate -was- a sound principle, they just didn't plot the course properly. The gate pathway intersected a dark matter area and that's what caused the disaster, destroyed the prototype and most of the research and researchers associated with the project - which is why they didn't rebuild rightaway.

That said, point-to-point gates from house capitol to house capitol would be more or less interesting. Not for houses that are at war, but region to region, sure. It would significantly upset the economy balance though, and would require completely rewriting the trade economy. Therefor the earliest this could be considered for would be 4.88
(12-19-2012, 01:10 PM)AeternusDoleo Wrote: [ -> ]
(12-19-2012, 12:57 PM)Reptile Wrote: [ -> ]Texas incident?

Do you even read the lore before blurting something out? Texas gate -was- a sound principle, they just didn't plot the course properly. The gate pathway intersected a dark matter area and that's what caused the disaster, destroyed the prototype and most of the research and researchers associated with the project - which is why they didn't rebuild rightaway.

That said, point-to-point gates from house capitol to house capitol would be more or less interesting. Not for houses that are at war, but region to region, sure. It would significantly upset the economy balance though, and would require completely rewriting the trade economy. Therefor the earliest this could be considered for would be 4.88

Not only for trading.
You already added BS to pirate factions which not have fuel to use them,not have food and oxy to fly on it, engine and hull part production, technology base to develop type of guns and ships and etc.
And you give them access to pirating. And now we have, that escorts,which was in the past REAL defence,which can defend armored transports from pirates - no cannot do anything against 1 pirate cruiser and 1 pirate BS with missiles.And now we have escort only in theory,but in reality they cannot anything to do against armada of pilots on capital ships.
Some your steps is our of logic.

And if you will add this to the game Capital > Capital jumping this is will be one of many steps which will kill freelancer.
Texas showing to us like "hey guys, you CANT DO THIS",you must build jump gates from system to system....
Seems they mean that this will kill all balance and trading routes.

P.S.About capital ships in pirate faction.
I will give you a real modern missile cruiser to you and your friends in real time.Tell me Doleo,how many time in day you can use it with you friends and pirate others?
I think not so many,because you have no fuel,components for repairs,ammo and other...
So please,think before adding this to next mod,will it kill something in game?..
Reptile ... I think you totally misunderstand what this is about.
The Texas incident is some freelancer history , once upon a time some jumpgate exploded there and shaboom ba boom.
It has nothing to do with what's happening in Texas nowadays, nothing to do with pirate capships , etc.

take a chillpill.
Noms should have said "long range jump gates" connecting systems like Iota, Chester, Tohoku, Omega-55, Tau-117, so that they could actually do more stuff in different regions without needing a dozens of chars. They don't trade, nor do they pirate. So it wouldn't be that abuseable as human ones. And if it'd be possible, those gates should have docking restrictions (or as alternative lots of platforms), so that network can't be abused by human chars (like we had it with the gate to Major, where Cardamine smugglers went to NY through Alaska etc.).

I wonder if people would agree on such change. At least it'd increase nom encounters in other regions for sure.
agree.
if we will do them,do only for nomads\wilde. Like from nomads omicrons to omega 55,wilde system and etc.
Humans must use standard routes.
wilde can use jump gates... they can use super jump gates
nomads can use jump holes.... they can use super jump holes

that said, giving a toy to only one faction isnt balanced. imagine if only the zoners had jd? i've not seen any wilde or nomads in a long time. like 3 years? why should only squishies get this toy?

making new chars and docking them around sirius isnt exactly hard.

jump gates and jump holes are bottlenecks, where interaction occurs. these 'superjumpgate/holes' are the mother of all bottlenecks, concentrating all the bottlenecks into one large one - where pirates can find traders, and BE found by police.
(12-20-2012, 12:55 AM)Coin Wrote: [ -> ]that said, giving a toy to only one faction isnt balanced. imagine if only the zoners had jd? i've not seen any wilde or nomads in a long time. like 3 years? why should only squishies get this toy?

In my opinion, nom and human factions shouldn't be balanced to each other. Today, people complain about the noms being no more threat, missing the 'dangerous atmosphere' and lacking the ability to win fights although being outnumbered (what is always the case). In the past, they got nerved because people got sick of being defeated by them. No offense, but I can see that you're having the same attitude "Why should they get any advantage over humans when never being online.". They are active, they do stuff as often as others. I think it's obvious why noms got problems to find a place on the server. Either they fail to find some RP because people are always "Nomad on scanners. Engage!" or they fail to survive long enough to have any fun. Even when having the numbers. Years ago, when noms were still overpowered, they were at least able to kill those "minimal-RP-aggressors" without any high losses or fast enough before half of a house fleet is shooting their alien butts. Therefore I found it their op tech justified, so they could actually do some roleplay. Yes, it got abused. And that's quite sad. Although the noms never had a "common recruitment" compareable to human factions, to avoid such "tech-abuser". And now, blaming the awful tech and lack of activity and interest, noms appear to be dead (ingame-wise) and they even considered to allow a indie Nomad ID. Regarding all that I'm indeed the opinion, that noms should get back some advantages. Of course, that'll never happen as long as people won't support that. It's a pity.

Quote:3 years

Checking the activity tracker you can see:
39 K'Hara ships
25 Wilde ships
Who have been played in December 2012.
Not to forget the untagged ships, which aren't tracked.

I know what you've meant by that. Noms do lack players, but not more than other factions do aswell. But you can't compare nom factions with human factions, since there exist:

2 Nomad Factions
~50 Official Human Factions
~200 Unofficial Human Factions

So how to expect noms being as active as human chars?


Squids shall get toys because they need love. I guess everyone would like to have more encounters with noms. Give them a chance to survive. Even if it'll make them overpowered. And toys, such as long range jump gates, connecting their little number of controled systems, isn't really asked too much.

Quote:making new chars and docking them around sirius isnt exactly hard.

It is for a small group of people representing the noms with only two factions in whole Sirius.

The reason, why I'd give that toy only to noms, is because they can't abuse it with trading and piracy.
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