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?
And if gates CANT be locked, why didnt they destroy them? This is basic bridge-blowing military tactics.
Dont tell me its cos theyd get sued by Agiera!
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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?
And if gates CANT be locked, why didnt they destroy them? This is basic bridge-blowing military tactics.
Dont tell me its cos theyd get sued by Agiera!
Jumpgates take long to build and they're expensive and losing one would be closing a path for years maybe. As for the locking thing, if it's locked it can be unlocked if your technology is good enough.
' 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?
And if gates CANT be locked, why didnt they destroy them? This is basic bridge-blowing military tactics.
Dont tell me its cos theyd get sued by Agiera!
Sure they can lock the jumpgate, but it can be hacked to be opened up again once the forces arrive, the jumpgate is locked from ONE side.
I dont think bretonia would care about destroying a part of a system kusari is about to take. In fact if thats the case (which theres no reason to believe, the texas deal was an experimental type of JG, not a regular one being destroyed.) They would use it as a weapon.
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Destroying a Jump Gate would be like using WMD's (let's use nuclear for a sample): you use a nuke, you may destroy a large amount of opposing forces, but you create a Pyrrhic victory. You'd not only create logistical nightmares for generations to come by (possibly permanently) cutting off the route, but you'll also be destroying the ONLY route for ships to come, rendering the system "cut-off" from the rest of the universe, leaving it empty and useless. We may not realize it, but we're HEAVILY dependent on Jump Gates, and if we take even one out, it'll only do more harm than good to EVERYONE, not just those involved in the war.
Also, if RP had its way over game mechanics, Jump Holes wouldn't be the convenient modes of travel everyone knows and love: using one would be a gamble, since they're unstable, unreliable, and would sometimes send people off-course if it felt like it.
As for locking it down, tbh I have mixed opinions. It DOES make sense to try to at least make the two jump gates locked down, like when two countries declare economic embargo. On the other hand, doing so would force people to use jump holes, and "may" make FL a little more boring (albeit the longer transit times to get to your intended battle).
Edit: So yeah... it's all about the Rule of Cool, so that battles would be faster and more intense in a "game". Not everything has to be too realistic.
Gates only control entry to the worm hole, the exit is out in the open (usually above the gate, sometimes beside it). So you lock the door from your side, wow big deal, all you did is prevent people from entering on your side, but the other side can still enter from their end.
Maybe there is a way to enclose the worm hole exit, like in a minefield, but nobody has seemed to figure it out yet
If you figure out a way to close the wormhole, you may be cutting it off forever and ever
' Wrote:Gates only control entry to the worm hole, the exit is out in the open (usually above the gate, sometimes beside it). So you lock the door from your side, wow big deal, all you did is prevent people from entering on your side, but the other side can still enter from their end.
Maybe there is a way to enclose the worm hole exit, like in a minefield, but nobody has seemed to figure it out yet
If you figure out a way to close the wormhole, you may be cutting it off forever and ever
We've never seen a JG function without another as an anchor at the other side, and if they cant lock it, then bret could have just blown the tau 31 gate to stop kusari jumping to leeds.
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See the Texas Incident for a possible example as to why you don't want to destroy jumpgates.
Characters Alan Markson: The Hellfire Legion's Lord Commander The Perihelion: Freeport Four's guardian, and yet much more. Missing and assumed Lost with all hands. Eric Dresmund: Junker, smuggler, thief. Last seen drunk on Beaumont Vayrn Wyard: IMG Recon pilot turned Neo-Terran Captain. Last location unknown