Given those things don't spawn when the server is under load, relying on NPCs is not possible.
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.
What I find funny you want to delete or move a jump hole(s) to balance a trade route, when doing so will create the need to re-balance more routes than the one you're trying to balance.
Your comparison of the Theta/41 and Alpha/37 jump hole is a horrid comparison and if that is the type of comparison that the dev team is using to make judgement calls - Disco is doomed. Unlike the Alpha/37 jump hole; there are systems with factions behind the Theta/41 jump hole. If the Outcasts use a PoB to block entry to Alpha all they've done is secure Alpha. They've not stopped any factions from getting to a region they have a presence in. If you remove the Theta/41 connection and the Corsair use a PoB to clock Gamma entry - Zoners, Order, and the BHG will be cut off from a region they've inhabited since Vanilla.
I'm not a fan of destroying Vanilla lore for the sake of balancing a trade route. Your attitude that throwing out Vanilla lore so easily is rather disturbing. What other quick easier fixes are going to sacrifice lore so that less time is spent balancing stuff?
130k split between two or more jump holes isn't much movement. The Dev team moved the Munich/Sig 17 jump hole around 60k. This was one jump hole. This made the jump hole highly unappealing for traders and I'd bet its use dropped significantly. I've used it to smuggle stuff in and out of Rheinland though when I don't want to get caught. Deleting it would have prevented this.
If your goal is to make using lanes more appealing to lawful traders - make the lanes more appealing by making them better. Don't break other parts of the game because you can't figure out how to meet your goal.
You can very, very easily get your 130k by moving the jump holes 30k to 40k movements along the Theta>41>5 route. Maybe one in 11 too.
' Wrote:Seriously , this is just whining to whine,
AD comes with a nice idea , and just the thought that sairs even get a little benefit out of it , scares you guys off so bad that its just funny.
Meh I don't care I only ever fly a Zoner whale, and I always use Gamma instead of Theta.
I just find it hilarious that you say its easy to get permission for anything from the CoE...
' Wrote:Meh I don't care I only ever fly a Zoner whale, and I always use Gamma instead of Theta.
I just find it hilarious that you say its easy to get permission for anything from the CoE...
Have you ever asked for anything? Nobody gets sair tech, but other than that we're open to any request. Remember the last zonerzonerzonerzoner thing? Everyone raged about the embargo while OSI was the only faction/group who actually asked to be excused. Guess what? They were granted unrestricted access.
This is a shortcut because the systems are tiny while systems like Honshu and Kyushu are huge. Okay so move the Kunashir Cloud in Sigma-17 further to the lower right by 20k and take the planet and hole to Gamma with it. Double the size of Theta and nobody would even notice, triple it even (there is a Zoner base within sight of another Zoner base... they are too close). Spread the objects in 41 further apart but keep it the same size due to high risk. Put cap spawn in Sigma-17 and make it a warzone. Done
I dont know why you people so strange. Deleting one JH wont destroy Discovery. Toledo is example
if you really want that JH to be sdaved - just increase a way from Sigmas to Omicron Theta.
as AD said he will be doing OC/Sair war in Sigma and deleting Lambda/Eta systems. So just make Sigma 17-Theta hole into Sigma 17 - Kappa hole. so people will jump to Kappa, then to Gamma and then to Theta. it isnt far and there is no more that powerful Nomnom Assasins. A path from Kappa to Theta is all time in Asteroids without much activity of Corsair players.
if you think this is far way - make JH to Theta from Kappa
Couldnt you increase the amount of damage the neutron star does? i remeber playing a mod years ago where going into that system ment you had to use your bots to cross it and in some cases, Dock at Fp5 just to recover.
' Wrote:Couldnt you increase the amount of damage the neutron star does? i remeber playing a mod years ago where going into that system ment you had to use your bots to cross it and in some cases, Dock at Fp5 just to recover.
If that can be proportional to ship class, then it might be good idea. But now, to prevent easy transport passage, increasing damage would prevent snubcrafts from passing system.
I'd suggest moving freeport 5 and the jumphole a bit around. Right now its too close to the corsair path(gamma-> omega 5) and that really makes very little sense...
omicron theta could easily be increased in size without having to much impact.
Sigma 17 could also be resized slightly or atleast moved around a bit. Kurile and the theta hole are quite near to each other...
I reckon you'd be able to get an odd 50-60K more distance between the two points.
The jumphole has a large vanilla lore backing. More then some of the other jumpholes. I'd rather keep it
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once known as Richard Farbridge, OBE and Ronaldo Benitez
' Wrote:Allright, update. Xoria informs me that making the hole a fighter-only one isn't going to fix the issue with the trade calculations, so that's not an option. That leaves 3 options:
- Somehow find 130K of space inbetween the holes. Which will involve moving the Sigma 13 hole southeast, and probably relocating the O41 hole in Theta along with it's roidfields south to increase the distance there. Omega 5 will also receive a bit of a scattering. My main concern with this is that it increases travel time for unlawfuls as well (which could be offset with higher smuggling rewards, at Xoria's discretion).
- Increase trade lane speed by a significant amount (which may adversely affect other routes, but will push nearly all traffic connected to the gate/lane network, over that network)
- Delete one of the holes. (least preferred since folks don't seem to all appreciate it)
I'm going to try it with moving some stuff around first. I'm sceptical if the required extra travel time can be achieved that way, but willing to give it a go.
You forgot the most important option, again: Which is to do the same thing to House traders that was done to Zoners, by adding a line to House trader ID's limiting them to House space. It may not be an option you or anyone WANTS, but it is still an option that is fair and within RP. This is an RP server right? (Though I'm not so sure anymore since all the Vanilla Lore seems to keep getting ignored/tossed out.) Don't omit an option just because it might mean extra work or because you don't want others to know ALL the possible choices.
I just love how many are missing the point of all this, and continue to discuss what to do with the jump hole, and what will happen if it is deleted/moved, and how factions will respond, blah pointless blah banter blah. The main point, which is the ENTIRE reason this is being discussed, is because they are trying to push HOUSE TRADERS back into House space and the Lanes. No amount of deleting/movingmiting jump holes will ever fix that, it's like throwing tiny lil band-aids on a gaping cut that needs stitches.
Adding a line to the House trader ID's OR Increasing lane speed, are the only real solutions that solve the 'problem' in ALL of Sirius, and not just specific routes.
' Wrote:What I find funny you want to delete or move a jump hole(s) to balance a trade route, when doing so will create the need to re-balance more routes than the one you're trying to balance.
Your comparison of the Theta/41 and Alpha/37 jump hole is a horrid comparison and if that is the type of comparison that the dev team is using to make judgement calls - Disco is doomed. Unlike the Alpha/37 jump hole; there are systems with factions behind the Theta/41 jump hole. If the Outcasts use a PoB to block entry to Alpha all they've done is secure Alpha. They've not stopped any factions from getting to a region they have a presence in. If you remove the Theta/41 connection and the Corsair use a PoB to clock Gamma entry - Zoners, Order, and the BHG will be cut off from a region they've inhabited since Vanilla.
I'm not a fan of destroying Vanilla lore for the sake of balancing a trade route. Your attitude that throwing out Vanilla lore so easily is rather disturbing. What other quick easier fixes are going to sacrifice lore so that less time is spent balancing stuff?
130k split between two or more jump holes isn't much movement. The Dev team moved the Munich/Sig 17 jump hole around 60k. This was one jump hole. This made the jump hole highly unappealing for traders and I'd bet its use dropped significantly. I've used it to smuggle stuff in and out of Rheinland though when I don't want to get caught. Deleting it would have prevented this.
If your goal is to make using lanes more appealing to lawful traders - make the lanes more appealing by making them better. Don't break other parts of the game because you can't figure out how to meet your goal.
I'm glad someone else see's it too, and it's happeneing EVERYWHERE in this mod not just in this case. Some, seem to be willing to sacrifice Vanilla Lore for the sake of trying to 'balance' something that was never imbalanced to begin with and/or is supposed to be imbalanced. The extra time should be the reward for (non-house traders) taking the extra risk by taking those more dangerous routes.
The jump holes are NOT the problem, keeping House traders in House space IS. If you want to fix that 'problem', try dealing with it DIRECTLY by changing the ID's or by making lanes more appealing. Anything else is just a silly and grandiose illusion of a 'fix' that (locally) affects everyone BUT the House traders it's targeting.
Edit: I do have experience in modding/editing, so If the dev team needs any help just shoot me a pm or get me on skype, and I would be glad to help out when and wherever I can.