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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Jumpgates and war retreats

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Jumpgates and war retreats
Offline Hone
01-03-2012, 07:42 AM,
#21
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Probably better than the being all killed by invaders.

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Offline Huhuh
01-03-2012, 07:57 AM,
#22
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' Wrote:Probably better than the being all killed by invaders.

Calamitous explosions don't take prisoners.

[Image: 6fZYcda.gif]

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Offline AeternusDoleo
01-03-2012, 08:04 AM,
#23
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' Wrote:According to some people, in RP jumpgates SHOULD be able to be locked. Why then, in all the wars, have the houses never locked the gates to stop the enemies advance? Why didnt Bretonia lock the tau 29/31/leeds gates to stop kusari? or the tau 23 gate to stop gallia?
Locking a gate from one end (say, Leeds to Tau 31) doesn't lock the reverse end. Jump gates are oneway corridors, unlike jumpholes. So locking the gate from Leeds to Tau 31 would only prevent the Brets from launching attacks, it wouldn't prevent Kusari from intruding on them.

A disabled/destroyed jumpgate rendering traffic oneway is an interesting thought. Technically, there's no reason why this couldn't be done - we know it works since the Okinawa/Sig19 gate worked fine like this for ages. Tempting to have this function like the tradelanes - but requiring MUCH more damage to disable a gate.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


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Offline Knjaz
01-03-2012, 08:32 AM, (This post was last modified: 01-03-2012, 08:44 AM by Knjaz.)
#24
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http://discoverygc.com/wiki/index.php/Texas_incident
Quote:Valhalla Research scientists aboard the Dallas had begun the second phase of testing a new, long-range jump gate that would have allowed travel beyond the confines of the Sirius Sector -- and could have potentially opened the entire galaxy for exploration. Unfortunately, an unforeseen concentration of dark matter along the jump route created a feedback wave that not only destroyed the Dallas and everyone aboard, but expelled huge masses of dark matter and radioactivity.


Seriously, if that's true it only proves that manual jumpgate detonation will NOT lead to the catastrophe.
To repeat Texas incident, you have to open a hyperspace tunnel through anti-matter cloud.

So the question stands - why, when house is facing possibility of catastrophic defeat/invasion, jump gate can't be blown off? you sure don't plan on going into the other side of JG any time in the future.

' Wrote:Locking a gate from one end (say, Leeds to Tau 31) doesn't lock the reverse end. Jump gates are oneway corridors, unlike jumpholes. So locking the gate from Leeds to Tau 31 would only prevent the Brets from launching attacks, it wouldn't prevent Kusari from intruding on them.

Definitely it would. In another way. Enemy fleet will be left cut off from the mainland without any form of supplies. That's a guaranteed death.

' Wrote:A disabled/destroyed jumpgate rendering traffic oneway is an interesting thought. Technically, there's no reason why this couldn't be done - we know it works since the Okinawa/Sig19 gate worked fine like this for ages. Tempting to have this function like the tradelanes - but requiring MUCH more damage to disable a gate.

With FL universe having access to anti-matter weaponry thats way stronger then nuclear one, it's not a problem at all. You don't have to physically vaporize the JG, after all, just have to blow it to pieces. And if JG is under your control, that means you can put AM charges inside the JG (well, there should be a way for the maintenance teams to get in and fix stuff, right?). One will be enough to disable and seriously damage it by blowing off part of the JG, few will be enough to fully destroy it.
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Offline Hone
01-03-2012, 09:17 AM,
#25
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' Wrote:Locking a gate from one end (say, Leeds to Tau 31) doesn't lock the reverse end. Jump gates are oneway corridors, unlike jumpholes. So locking the gate from Leeds to Tau 31 would only prevent the Brets from launching attacks, it wouldn't prevent Kusari from intruding on them.

A disabled/destroyed jumpgate rendering traffic oneway is an interesting thought. Technically, there's no reason why this couldn't be done - we know it works since the Okinawa/Sig19 gate worked fine like this for ages. Tempting to have this function like the tradelanes - but requiring MUCH more damage to disable a gate.

' Wrote:Nope, if you played singleplayer, you would know that in the mission where you escape Liberty, through the badlands, Jun'ko Zane disables the gate from the Magellan side.

http://www.youtube.com/watch?v=43-bxQuAEM4&t=2m22s

Remember im recomending bret (or whoever if we're using a different example) would have destroyed the tau 31 gate, not their leeds gate. They would still be able to jump to 31 in raids, (if you can operate gates with only one at one, end, Im not convinced you can, does anyone have proof of this? but the kusarians would have to build an entirely new one, which the brets would try to sabotage the building of.

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Offline AeternusDoleo
01-03-2012, 01:10 PM,
#26
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' Wrote:If you can operate gates with only one at one, end,Im not convinced you can, does anyone have proof of this?
Tau23's gate construction site and the Chugoku gate site both have vanilla rumors referencing to the return gates being built after the initial gate is finished. The Sigma 19/Okinawa gate has functioned oneway in 4.85, with the Sigma-19 side done, and the Okinawa side still under construction.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline dodike
01-03-2012, 02:44 PM, (This post was last modified: 01-03-2012, 03:01 PM by dodike.)
#27
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Quote:Valhalla Research scientists aboard the Dallas had begun the second phase of testing a new, long-range jump gate that would have allowed travel beyond the confines of the Sirius Sector -- and could have potentially opened the entire galaxy for exploration. Unfortunately, an unforeseen concentration of dark matter along the jump route created a feedback wave that not only destroyed the Dallas and everyone aboard, but expelled huge masses of dark matter and radioactivity.

' Wrote:http://discoverygc.com/wiki/index.php/Texas_incident
Seriously, if that's true it only proves that manual jumpgate detonation will NOT lead to the catastrophe.
To repeat Texas incident, you have to open a hyperspace tunnel through anti-matter cloud.
How does Texas incident prove that blowing a jumgate is will not lead to catastrophe?
I fail to see the implication.
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Offline Vasuv
01-03-2012, 02:49 PM,
#28
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' Wrote:See the Texas Incident for a possible example as to why you don't want to destroy jumpgates.


It was a experimental Hypergate not a jumpgate & it was never destroyed it crashed in testing to make Long range jumps

Jumpgates can be locked if the defending force control both sides of the gate no chance other wise
but it can simply put Warships or carriers to block path of a ship docking to a jumpgate
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Offline Osilon
01-03-2012, 03:42 PM,
#29
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Realign the jump gate into a sun. Or simply blockade it. I do believe that jump gates aren't the property of the houses, anyway. Didn't they belong to Ageira or somesuch corp?

A million dollars isn't cool. You know what is cool? A basilisk.
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Offline Hastings1066
01-03-2012, 03:43 PM,
#30
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' Wrote:Realign the jump gate into a sun. Or simply blockade it. I do believe that jump gates aren't the property of the houses, anyway. Didn't they belong to Ageira or somesuch corp?

Rheinland and Kusari nationalised theirs. Not sure about Bretonia though.

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