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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Should Traders in RP, use Jump Holes?

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Poll: Your opinion?
You do not have permission to vote in this poll.
Yes, jump holes can be used to decrease trade times
31.76%
27 31.76%
No, jump holes are too dangerous and usually remote
4.71%
4 4.71%
Depends on faction e.g. Corporations would not due to security and insurance
44.71%
38 44.71%
Depends on non-faction e.g. Independent traders sacrifice security for more money, through shortcuts
12.94%
11 12.94%
Other (Please Post)
5.88%
5 5.88%
Total 85 vote(s) 100%
* You voted for this item. [Show Results]

Pages (6): « Previous 1 2 3 4 5 6 Next »
Should Traders in RP, use Jump Holes?
Offline Cellulanus
07-21-2009, 05:45 PM,
#31
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

' Wrote:My position on Jumpholes as natural objects: Insane.

Sure, phase alignment. There was a question about one or two holes. We've no idea how long a hole is phase aligned for. Perhaps a couple years at a time? Maybe this would explain them being moved around systems, for example?

I imagine, and I've no backing for this beyond the ridiculousness of the assumption of so many systems with natural wormholes, that the Jump hole network are a D'K construct. You think this is ridiculous, of course, as they had a gate system, and instructions for building such things in valhalla, but I deal with this idea by assuming that gates are a low tech or brute force substitute for holes, vinel records for cds. The supergate? Super is a key word there. Easier to build a huge low tech object to cover the great distance than the more elegant stellar needlepoint of the jumphole network.

Jump Holes may be unregulated, uncontrolled, but I imagine they're much better built, and more secure, when they're not shifting their alignment (and probably include safety measures there, as well, like, for example, failing to work when they don't work) than the crude subsitutes used by humanity, and now the nomads.




Actually, I do agree with your theory about them being a D'K construct, but not an intentional one.


I find it far more plausible that Jump Holes are actually all thats left of million year old D'K jump gates that have long since turned to dust, the rips formed in space remaining open after the actual structure that generated them is gone, further evidence that supports my theory is when you dock with a Daam'Kivosh Jump Gate in SP, it plays the same animation. (The little rotating ring things that form)


And even if you're right with your theory, no one has been monitoring or maintaining the system for around a million years and it hasn't been inactive like most D'K tech that works today, it would have been active for said million years and don't tell me that the things would be entirely stable.
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Offline hribek
07-21-2009, 05:50 PM,
#32
Member
Posts: 1,142
Threads: 53
Joined: Dec 2007

I vote: Let them use their best judgement.

A jump hole is only hazardous to use if there is a real reason for it.
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Offline Capt. Henry Morgan
07-21-2009, 06:09 PM,
#33
Natio Octavarium
Posts: 1,739
Threads: 160
Joined: Feb 2008

I had another thought. What do we base the theory that JH's are unsafe on? A warning from Ageira. Who built the Lane/Gate network? Ageira.

Coincidence? I think not....

Then, there's the supporting quote from the original Freelancer manual. I found it when doing some housecleaning.

Trent: There's yet another way to get around quickly: Jump Holes. The LSF won't discuss 'em because Jump Holes occur naturally all over the place--it might cut into Liberty's mighty Jump Gate industry.

All that together suggests to me that JH's are a lot safer than is usually thought.

[Image: pyBjInU.png]

Natio Octavarium
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Offline Canadianguy
07-21-2009, 06:23 PM,
#34
Member
Posts: 780
Threads: 5
Joined: Jul 2009

Let say it like this.
I think only powertraders in the OORP kind use JH as shortcuts.
RP use for them is to use them to access systems that are only accessible by JH like Minnesota and many others.
Even the Zoners should use them only when its the only way possible.
For pirates and smuggler, they should always use them since its harder to get caugh.
And the reaon why JG have been built (not talking about the nommies, only humans) can be known by looking where jumpholes are usually placed. You know, in nebulaes, in asteroid fields, ect.

[Image: RobertJenson.png]
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Offline Unseelie
07-21-2009, 06:28 PM,
#35
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

' Wrote:And even if you're right with your theory, no one has been monitoring or maintaining the system for around a million years and it hasn't been inactive like most D'K tech that works today, it would have been active for said million years and don't tell me that the things would be entirely stable.

Earth's been around for a couple billion years, and is still entirely stable. Course, its a huge ball of iron, and I've no idea how a JH would be made, but its my understanding that stellar objects with any sort of stability are stable for billions of years. Stars, planets, nebulae, neutron stars, are very longlasting objects, to the extend that a million years...isn't so long, after all. Leave a station unatended, in a proper orbit, and it will remain for many millions of years. Wrap Gravity in a knot, tie it to a pair of stars, and who can say how long it will last? I'm operating off of the assumption that if it can outlast a few thousand years of solar winds, that they're pretty permanent objects, and that their phase alignment is a result of them being -more- permanent than stars, and as the stars move away, they flicker off, finding a new position to hold, staticly, for a few dozen/thousand years.

I consider the D'K godly. I imagine anything they built would be rather well put together, longlasting, redundant, and invulnerable, especially if they're building it out of spacetime.

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Offline Gemini893
07-21-2009, 06:55 PM,
#36
Member
Posts: 219
Threads: 19
Joined: Mar 2008

GOOD TOPIC! I voted "Depends on faction e.g. Corporations would not due to security and insurance"

' Wrote:Where do you think those IMG Trains around Falkland come from? If the corporation operates in border world space, they're bound to use JHs once in awhile. Most people have figured out that Ageira's claim that JHs are unstable are bogus, most are pretty static.
IMG, like Zoners, GMG, Junkers, and probably several more that I'm not listing, is not a corporation. IMG and GMG are guilds, not corporate entities. Just like Zoners and Junkers are not corporations but, rather, a way of life. (Which is why I don't understand GMG, a guild of gas miners, having police powers in Sigmas nor Kusari factions hating Junkers, especially FA...but that's another topic.)

One of IMG's enemies, BMM, is a Bretonian corporation and would be subject to requirements set upon them by IC if they want their cargo insured. This is why many, including myself, make our legal traders Zoners. Zoners are very knowledgeable about Jumpholes AND Pirate behavior, living closely with and among both. If a Zoner (like me) deems a system too dangerous to attempt using trade lanes, why not avoid them? Zoners, I'm sure, can afford to insure their own freight.

Besides, I'm somewhat used to being allergic to trade lanes from my smuggling character and am used to longer travel times. You can also think about it this way; between being stopped by almost a dozen pirates along the way plus each with an unreasonable demand of 2 mil each, you're better off avoiding the trade lanes and saving both time and credits. Perhaps if pirates ever pulled their collective heads out of their ... backsides and demanded reasonable amounts, I wouldn't care so much and would enjoy the RP they presented. As things are now, I'd rather mine than be a corporate trader.

[Image: Ocm_siggy.jpg]
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Offline Kambei
07-21-2009, 07:01 PM, (This post was last modified: 07-21-2009, 07:10 PM by Kambei.)
#37
Member
Posts: 1,115
Threads: 21
Joined: Feb 2008

yes but they must accept higher chance gto be pirated and didnt expect same comfort as if they are using trade lanes and oficial jump gates. For example my KNF character in .84 never moved his ass to the Hokaido-Kyushu JH only because someone (trader) screamed about pirates thrying to rob him. And as Hessian I realy hate when I am robing someone near to NB-Dresden JH and within 2 minutes is single cop shooting me into my ass.

[Image: velryba5eo0.jpg]
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Offline Alley
07-21-2009, 07:09 PM,
#38
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

we can only go to tau-37 via JH, for example. Sometimes we are just forced to use thems to get to our destination.

Laz Wrote: Alley was right.
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Offline Jordi
07-21-2009, 07:13 PM,
#39
Member
Posts: 118
Threads: 3
Joined: Feb 2008

Well I think this Poll should be linked to the other one that asks if unlawfuls can use tradelanes....
http://discoverygc.com/forums/index.php?showtopic=42900

Why ? Because if Lawful traders cannot use Jumpholes, Unlawfuls should not use tradelanes either...

On the other hand perhaps we could do that when jumping holes, there is some damage done to the ship, and for some holes there is even the possibility of destruction......
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Offline farmerman
07-21-2009, 07:54 PM, (This post was last modified: 07-21-2009, 07:56 PM by farmerman.)
#40
Off in space for a bit
Posts: 3,215
Threads: 162
Joined: Jul 2008

I've always thought corporations should avoid using jumpholes. They're of questionable stability and it's questionable if the corps would even know about them. For the most part, my corporate traders avoid them. At least as far as shipping.

What would be really interesting is if there was a plugin that made it so when you used a jumphole, there was an x% chance that y% of your cargo was damaged from the jumphole forces of doom, or whatnot. (Ok, that's just the least problematic way to represent jumphole danger I could think of.) Certain cargo would be unaffected, like spaceship crew.

Though to be fair, this is probably one of the lesser problems related to corporate traders.

[Image: 4986_s.gif]
Faction info links: Samura Heavy Industries : LWB : Watchers
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