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 - Karlotta - 01-24-2018 (01-24-2018, 01:47 PM)Haste Wrote: Just make jumpdrives actually good and available to all ships. Expensive to use, long charge times that can be interrupted by all hull damage or something so you can't escape combat with them. Jump 14 jumps in 5 minutes to get right into whatever activity is going on in-game. (01-24-2018, 02:00 PM)Lythrilux Wrote: This is actually an extremely good idea and solves the problem with 99% less effort. So you want to make jump drives that make it easier to do surprise attacks and bust up existing activity hubs? I'm not sure that will help raise activity. Although jump trading should definately be removed. RE: Jumphole Overhaul - SnakThree - 01-24-2018 (01-24-2018, 02:40 PM)Sombra Hookier Wrote: Snak3 is right. Leave that to Kishiro. (01-24-2018, 03:13 PM)Karlotta Wrote:(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. So do you want to choke people on fewer connections? Jump Holes should be for convenience rather than some attempt to forcefully put players in each path. RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 02:46 PM)Thyrzul Wrote: Please propose concrete steps to what you want implemented, using easy changes in jump holes only. Although tbh I think trying to get people to play inside gallia is the least of our worries right now. With 20-69 players online, we're always going to have 1-3 houses that are devoid of activity. when players are at 200 again, maybe we can get people to play gallia by making a direct link from Langedoque to Ile to France. RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 03:26 PM)SnakThree Wrote: So do you want to choke people on fewer connections? Jump Holes should be for convenience rather than some attempt to forcefully put players in each path. Forcing players onto the same paths and systems is exactly what MUST be done to raise player interactions. I'm surprised not everyone has understood that by now. RE: Jumphole Overhaul - Lythrilux - 01-24-2018 (01-24-2018, 03:21 PM)Karlotta Wrote: So you want to make jump drives that make it easier to do surprise attacks and bust up existing activity hubs? I'm not sure that will help raise activity. That's not really how JDs work though. You have to input coordinates that jump you to a specific point. Furthermore, it doesn't really change how things work. A bunch of Core ships instantaneously jumping to Omicron Alpha for a raid and waiting for OC is the same as a bunch of Core ships flying all the way from Rho to Alpha - the one crucial difference being there are vastly smaller travel times. RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 03:29 PM)Lythrilux Wrote:(01-24-2018, 03:21 PM)Karlotta Wrote: So you want to make jump drives that make it easier to do surprise attacks and bust up existing activity hubs? I'm not sure that will help raise activity. Well you can talk about your plans to launch surprise attacks on existing activity hubs in another thread. It wont solve the lack of activity hubs though. RE: Jumphole Overhaul - Lythrilux - 01-24-2018 It entirely does. Alpha is not an activity hub anymore sadly. Buffer systems and death of OC-Corsair conflict killed it. Now imagine if both factions could instantaneously jump to Alpha or Gamma? In less than two minutes you could be in a huge brawl. It'd certainly draw interest again. RE: Jumphole Overhaul - Thyrzul - 01-24-2018 (01-24-2018, 03:26 PM)Karlotta Wrote: Please propose concrete steps to what you want implemented, using easy changes in jump holes only. (01-24-2018, 02:46 PM)Thyrzul Wrote: (01-24-2018, 03:26 PM)Karlotta Wrote: Although tbh I think trying to get people to play inside gallia is the least of our worries right now. I appreciate that you consider the concerns of other members of the community as much as you expect them to consider yours.
Either way, Devs made it clear they don't intend to do any significant change to the map layout, so unless that stance eventually changes, this thread remains pointless. RE: Jumphole Overhaul - SnakThree - 01-24-2018 (01-24-2018, 03:29 PM)Karlotta Wrote:(01-24-2018, 03:26 PM)SnakThree Wrote: So do you want to choke people on fewer connections? Jump Holes should be for convenience rather than some attempt to forcefully put players in each path. So that increases interaction count. Yet in another comment you are against JD used to initiate faster interaction as that doesn't raise activity by your (double)standard. Best if you could decide what you want RE: Jumphole Overhaul - Karlotta - 01-24-2018 (01-24-2018, 03:37 PM)Thyrzul Wrote:(01-24-2018, 03:26 PM)Karlotta Wrote: Please propose concrete steps to what you want implemented, using easy changes in jump holes only. I'm sorry if it offends you that my concern with increasing server activity in general outweighs my concern with making the map look kinda 3D and raising population in a certain place that one person is particularly fond of but most people are not. This thread is also about a certain topic, and you're more than welcome to outline your jump hole layout that will increase activity in Gallia. I was already thinking about adding a jh from Langedoque to Ile to France to make getting there easier and faster, but then I realized that the connection in the map are jump gates, and making many people use a JH in stead of jump gates in house space is kind or unrealistic. |