The same about the base and important routes could be said for any capital system. Alpha connects the backdoor to Gallia with Taos as well.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:To me the 6 minutes saved are the reward for the extra risks taken by flying that route, through pirate space/minefields/radiation, with almost no chance of anyone being around to call for help.
Back when NPCs still had cruise disruptors, this was true. When we took cruise disruptors away since traders whined about being stopped by every pipsqueek Dagger or Legionnaire that had them, this ceased to be true.
Quote:If there is a problem with House traders using oorp routes, why not simply add a line to House trader ID's stating they can't go outside of House space and the immediate systems bordering House systems. Instead of punishing Freelancers (who have less cargo capacity/profit margins) by making a perfectly ok route, longer, in an attempt to deter House traders from using a route that is oorp for them.
Because that adds more sanctionlancering. It's not what we want to do.
' Wrote:Then I do hope 'Omicron 56' is a go. Otherwise the Core needs to haul its arse through Gamma to get to their main ZoI. Which is quite... eh.... no. Just no.
There's an alternate route over Sigma space to get to Theta and beyond. But yea, the Core system is migrating to the deep omicrons and getting that rework we talked about.
' Wrote:So upping lane speed, either on certain places, or all together would have a more positive impact then moving/removing jumpholes.
Noted. Will bring that up as an alternative. Boosting lane speed will make -all- lane travel more attractive and might go a long way towards sorting lawful traders favoring holes. I'm not sure if it's possible, but this might be preferable if so.
' Wrote:Honestly I'd like to see the emphasish put on routing traders through pirate territory, rather than pushing pirates towards trader hotspots. Jumpholes should be high-risk shortcuts. More systems like Chugoku, yes please use this shortcut to your doom. Enticing people to go through Omega-41 and Omega-5 is the right direciton, IMO.
As mentioned above, in order for this to be made dangerous there'd need to be NPCs able to threaten the sneaky transport. We did this and players whined about being stopped too often by CD wielding fighters. As long as NPCs cannot stop playerships, "doom" can be averted by simply hitting cruise. Players only have players to worry about, and those hole routes are usually quite desolate, so there's a low risk of meeting another player.
' Wrote:Other than the jump hole being a vanilla jump hole there are numerous other issues you've not stopped to consider. The Sig-13 to Munich jump hole provided a quick short cut into Rheinland - it was not deleted by moved a good distance to make it unsuitable for traders, but still usable for others. Why not do the same for this jump hole?
That hole leads to Sigma 17 currently, and will be leading to Sigma 13. The issue with this route is, that in order to achieve the neccesary extra travel time, 130.000 extra distance needs to be implemented on the path. There's simply no sane way to do that without putting an extra system on the route, which means cutting a hole, or splicing a system in. The O41/Theta one looked the best one to do that to.
Quote:Deleting the 41-Theta jump hole cuts Zoners, Bounty Hunters, and the Order off from the Omegas. There is a vanilla rumor on Nine that directs all non-Corsairs to the 41 jump hole as safe passage from Theta into the Omegas.
Unlike the Tau-Omicron region there is more than one faction that depends on the Omega-Omicron connection. Thus, the two are not comparable as you've done.
Most of these factions can go over Sigma space, or Omicron Gamma itself. Not entirely sure why Order and Core would need to be going into Omega space, but if needs must be, then I suppose a connection from Kappa to Omega 41 (or something similar) would work. Freeport 9 has a valid trade route to the Sigmas, Freeport 5 can be supplied from the Omegas. No issues there.
' Wrote:Why not make it fighter/freighter only like the JH in Conn and adjust prices accordingly?
Not a bad idea come to think of it. Big fat traders: Too bad. Sneaky freighters which have a faster cruise anyway: Welcome to the fast route. I'm in favor of this alternative in conjunction with improving lane speed.
' Wrote:let the OC/sair/hessian war take place in 17, it connects all three ZOI
Keep smoking whatever you're smoking. On a serious note, Hessians have no business in the Sigmas, aside from smuggling/supply. The Hessian cause is focused on Rheinland, not on GMG territory.
' Wrote:You forgot that the Corsairs would be able to build a base that would be quite easy to maintain and defend (IN THIER HOMEWORLD) and essentially block off the entire of the Omicrons with ease...
Same can be said for many chokepoints. Outcasts could block the Tau 37 hole in Alpha in a similar fashion. Has it happened? Not to my knowledge. The only actual chokepoint block at the moment I know of, is the Molly base near the O49 hole.
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' Wrote:Like I said, we're going to try to push the Sair/Cast conflict into the Sigmas, kinda where it belonged in the first place and if I've heared correctly, it was for quite some time. The fate of the remaining Hispanic Omicron systems hasn't been decided yet. Something will be done with them. Not sure what yet.
Along with creating a clearer border between Omicron and Omega space, this is a decent idea.
And yes, the 'Sair/'Cast conflict was centered in the Sigmas for a while there, from what I remember as well.
Just as a general thing, I think certain JHs should be made 'not worth' by moving them, but don't cut off any route completely, if your raiding it won't matter that much if a JH is further away in the same system,butit would affect someone who powertrade where time to money ratio is everything.
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' Wrote:Noted. Will bring that up as an alternative. Boosting lane speed will make -all- lane travel more attractive and might go a long way towards sorting lawful traders favoring holes. I'm not sure if it's possible, but this might be preferable if so.
actually, its possible...
i remember reading, think it was on The Starport/Lancers Reactor that original Vanilla lane speed was 1800, but certain mods (think disco too, but im not sure of this) has boosted it to 2500+..
To my understanding, maximum speed you can achieve in the game is around 4000m/s with speedhax (max setting i found when testing one on SP for lulz)
However, i do not know if Lanes have any limit, as i dont know how to read FL data at all, except bloom modding.
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Trade lane speeds can be modified, universally and individually. So in theory, we could add 'express lanes' which are much faster than normal in capital systems, and slower lanes in the border worlds.
' Wrote:Trade lane speeds can be modified, universally and individually. So in theory, we could add 'express lanes' which are much faster than normal in capital systems, and slower lanes in the border worlds.
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slower, but more HP as to make em tougher...
Takes 950 damage to knock out a lane i think... kinda too little if ye ask me..