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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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House Advanced jump gates

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House Advanced jump gates
Offline RmJ
11-19-2008, 05:55 PM,
#21
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Posts: 2,092
Threads: 161
Joined: Mar 2008

Or we could just get rid of all the other systems and just have 4 that way we don't waste memory....

This would greatly dissolve the traffic flow for other systems. It's not a good Idea at all.

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Offline Barrier
11-19-2008, 06:35 PM,
#22
Event Developer
Posts: 1,468
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Joined: Nov 2008

Maybe you could just decrese the amount of money good are worth at the "sell" planet or increase at the "buy" planet. And an invasion can be solved with patrols added to the gates.
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Offline RmJ
11-19-2008, 07:01 PM,
#23
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Posts: 2,092
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Not happening patrols can't hold back a full scale assault. Whole navy would be blockading the Gates, Humans are paranoid like that. Thus leaving a gap in defenses, this is RP hell can't be done, sorry.


[Image: CrlBx.gif]
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Offline guitarguy
11-20-2008, 02:12 AM,
#24
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Posts: 429
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Joined: Nov 2008

If you enter the Texas system and go into the the left hand portion of the system, you will find the North and South Dallas debris field and two radiation clouds. From rumors and infocards, we can piece together what they're doing there. Apparently, Ageria tried to build a super jump gate. During a test run, darkmatter energy destroyed the gate, research station, and planet Dallas. I believe you can still find what's left of the gate on the edge of Texas, but I've never seen it. So your idea has already been tried, and sorry to say it failed. Therefore these gates are simply not RP.

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Offline Unseelie
11-20-2008, 02:22 AM,
#25
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As I understand it, the texas disaster had to do more with the antimatter cloud and experimenting with DK stuff than actual supergate malfunction. It was a gate, but it was during the very very early stages of gatebuilding, and I don't really think it was a supergate....I think it was just an early prototype which didn't quite work.

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Offline Ark
11-20-2008, 02:28 AM,
#26
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Posts: 265
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If you were automatically charged a fee, based on your mass, to use the supergates... then it might be feasible.

Starfleas could get to their setups for nothing, and there'd be no point in dragging fully loaded advanced trains back and forth...

Bluntly though I dislike the concept as a whole.
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Offline RmJ
11-20-2008, 01:36 PM,
#27
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Posts: 2,092
Threads: 161
Joined: Mar 2008

Gates charging fees? Nice, it's the systems way to pay for... "road construction"

I can see this helping for a Dynamic economy thing. I don't know if I had talked about my idea of having each housing system having a WarChest and system bank. And other blah blah not related to this topic.


...I don't believe theres anything else to be explained so ......


cheers everyone...

[Image: CrlBx.gif]
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Offline max_was_ere@hotmail.com
11-20-2008, 02:20 PM,
#28
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Posts: 159
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Joined: Sep 2008

I bet the admins have such gates ..... there hidden and they use them to get around Sirius .... or conspiracy part over...

This would make trading more of a get rich quick scheme than a job, many companys would dissolve like Ageria and other trading companies as noone would join because everyone has 900mill in a week.


Maybe the admins give out ID that allow you access to the Gates like traders can't have them ... but then pirates would go thought to tax traders on each end of trip ..... silly idea:Pi think personally

' Wrote:I like how he doesn't even attempt to hide a +1.
Unlike me, I'm pro at making it look like I actually have an opinion on the topic.
Except in this post.
I'm feeling rebellious.
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Offline Xing
11-20-2008, 02:55 PM,
#29
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Posts: 5,274
Threads: 147
Joined: Oct 2007

nah, admins can teleport themselves and make credits appear in their pocket with the magic of ioncross, so its not needed =P

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Offline Tarrant5445
11-20-2008, 03:58 PM,
#30
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Posts: 65
Threads: 8
Joined: Nov 2008

(wow the topic suddenly flaired up)
I would have to say charging fee's for the use of gates is a good idea it could go to the respective law enforcement factions e.g. Bret armed forces an bret police (human factions) if connected in bret space.

Decreasing the lack of travelling through other systems an rp maybe there can be only 2 made 1 going bretonia space say new castle or leeds to california or texas. This whacks you in the middle of there territory but not the heart of. you could put some sort of locks with scanners at either end preventing unauthorised military ships and large fleets coming as a big surprise to the other respective houses having the locks to there end of the advanced jumpgate and a message being transmitted to the any military member of the house and incoming fleet compliment to decide to unlock the gate to the fleet. to prevent power traders you could have a limit to how many times a ship is able to use the gates in an hour or few as it would take a lot of energy. alternatively the same lock an key that prevents a major fleet passing through the gate could be implimented are a set number of pass throughs the gate locks to the specific ship an can only be unlocked by a respective house military officer .

If it doesnt work out nicely you could always have a set reaching from one far reaches of sirus
a middle system like magellen gallilao and then reach to another corner there end corners being some random uninteresting sector full of nebula it would take time to travel to anywere remotely useful an prevent power trading increase exploration rp, technology and history.

in testing you could set up a proto type ditching a ship one way over the other side of sirius or in a random sector. it could be built by ageira or there could even be a house technology race. There could be politics rp over this issue etc etc.


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