Jumphole Overhaul - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Jumphole Overhaul (/showthread.php?tid=157354) |
RE: Jumphole Overhaul - Lythrilux - 01-24-2018 Perhaps we can reach a mutual agreement. RE: Jumphole Overhaul - Thyrzul - 01-24-2018 @Antonio 's first picture is what's so far the closest to what I had in mind, and to what the dev team responded with denial. The difference is that I have enough "bias" towards Gallia to try connect it to the rest in a fair and equal way: basically the same connections as what were given to Delta by Antonio. And then i'd put Delta just in the middle, connected to every house node. Old plans, excluding the Delta node at that time (don't mind the double NB on the right). New, more elaborate 3D plans coming soon in February. RE: Jumphole Overhaul - Jadon King - 01-24-2018 (01-24-2018, 02:40 PM)Sombra Hookier Wrote: Snak3 is right. Leave that to Kishiro. That's a pretty painful blow you just delivered Sombra. And Thy... Where's the Omicrons on those maps? Because that lack of Gamma and Alpha disturbs me. RE: Jumphole Overhaul - Lythrilux - 01-24-2018 (01-24-2018, 02:49 PM)Jadon King Wrote: That's a pretty painful blow you just delivered Sombra. Whilst I was memeing, I really don't see why such things should be left to Kishiro entirely alone. If people want to do the RP, why not? Stuff magically appearing is bad for roleplay. RE: Jumphole Overhaul - Thyrzul - 01-24-2018 (01-24-2018, 02:49 PM)Jadon King Wrote: And Thy... Where's the Omicrons on those maps? Because that lack of Gamma and Alpha disturbs me. Nowhere, the map only covers systems relevant to the initial specific purpose of the map. As I said it is an old version excluding the Delta node. I also said where it would be.
RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 01:34 AM)Spectre Wrote: The primary reason why there are so many connections are mainly so that we don't get useless systems, like the old guard ones, Yukon, Humboldt, Salisbury (best name btw), among others. There is no way we can increase player interactions without draining certain systems of activity for the benefit of other systems. "Avoiding useless systems" is on of the policies that made interactions increasingly rare. By changing jump holes instead of removing systems, we save a lot of dev work, leave existing content to explore. There is also no IRP reason why there shouldnt be lonely or backwater systems. (01-24-2018, 01:34 AM)Spectre Wrote: The reworks you've made to the map also conflict with the lore, as the backdoor from Tau to Lorraine is written in, and would otherwise make the minefield in both systems absolutely useless. With no connection from Tau to Gallia, the ease of access from Alpha to the Gallic border worlds goes away, and that there only adds to the growing uselessness of Gallia. I have the feeling that I can count the number of people who ever read that infocard about Tau Lorraine on my fingers. Gallia is more useful with 10 people playing in the same system, than 5 people flying alone through all of them. (01-24-2018, 01:34 AM)Spectre Wrote: There's a reason Gallia was given so many connections, like Tau-44 and Lyonnais to Rishiri, so that people didn't have to brave the Maltese homeland or the Tau-23 corridor to bring magnets to their favorite Kusari tentacle shop. Give it a revamp, but not a total overhaul. People "not having to brave other players" in certain corridors is exactly what lowers interactions, and activity. (01-24-2018, 01:34 AM)Spectre Wrote: Your re-imagining of the Omegas and Omicrons is also.. like.. I just.. why? To focus their activity into certain places (mainly freeports which should IRP be busy) and out of remote/hidden places, while making certain long distance travel routes faster and more attractive, so people have an easier time finding "company". RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 02:29 AM)Lythrilux Wrote: Because it requires a lot of effort. I really do think that should be challenged though. Travel distances are horrible these days. Removing systems and re-balancing trade so activity isnt too focused (which is BAD at this point) takes a lot of effort. As does changing gates connected to lanes, although less. Just changing jump hole connections doesnt take a lot of effort. RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 02:45 AM)Vulkhard Muller Wrote: Turning on the Xi Beta connection would transports makes a nice choke point for Smugglers coming from Hispania into Rheinland. I was very excited when I saw that, then they turned it off. So, turning it back on for transports could be a step in the right direction. I'm assuming you mean that the Xi Beta connection can only be flown by snubs and caps but not transports? What exact trade routes would that benefit? RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 03:01 AM)Cyber Byte Wrote: While your ideal map is nowhere close to mine, you've got the right idea: Traffic should be a bit more straightforward. However, I don't think too many connections should be shifted. Instead, why not make the preferred routes for interaction quicker to travel on than others? That might help with player interaction, as most of us take the easy path, but only occasionally use the back path. Just adding connections without removing any still leaves too many travel options that spread out players imo, and would leave us with too many jump holes that will be hard to memorize and navigate without the interactive map. I try to change links intead of creating new ones, although its not always possible. RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 01:01 PM)Antonio Wrote: I fully agree with @ What you described is the concept I'm trying to implement, but asking others to imagine the exact way to do it for you isnt going to work or take enormous amounts of time, unless you help. Please use the proposed interactive navmap and mark your sectors in that instead of making concept sketches, and make concrete proposals for the addition/removal of jump hole connections (those are the easiest to change) to achieve what you describe. The thing needs to be done NOW, not in the months or years that a complete mining/lane/trade rebalance would take. |