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Rek Seven
Probe Patrol Ixtab.
1794
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Posted - 2014.09.04 10:50:00 -
[1] - Quote
It's way past time for one of my brilliant wormhole ideas threads and for that i apologize
After the recent changes i have come to the conclusion that although most of the changes were good, one or two essentially nerf wormholes without adding any new and interesting gameplay. However, i don't want to talk about why these features are good or bad, instead i want to suggest some new features that i believe would have solved the problem that some people have with Hyperion.
Proposed new features:
1. Wormhole destabilizer 2. Roaming sleeper 3. Wormhole generator
These three things all come as part of a package so bare with me while i explain what i have in mind.
Wormhole Destabilize (WD)
First on the list is a new high slot ship module that has the power to close a wormhole but this comes at a price. A ship with a WD would warp to a wormhole and begin to the destabilization process. However, once a WD is activated on a wormhole, it lights a beacon in space similar to a cyno, allowing any ship on either side of the wormhole to warp to it without scanning. A hunter could the proceed to kill the ship attempting to close the wormhole. The WD will affect roaming sleepers which i'll explain later
Note: The WD could take up to 20 minutes to close a wormhole, it could use massive amounts of capacitor or some isotopes to run and could be use to close frigate wormholes.
Roaming Sleepers
A long requested feature and i'm not sure why CCP haven't implemented it yet... Basically roaming sleepers will act like the gate NPC you see in k-space. Occasionally, they will camp wormhole and attack anyone there, and if there is an offline POS in the system, they will eventually attack that. The new Wormhole destabilizer (mentioned above) will attract roaming sleepers.
Note: Roaming sleepers do not drop salvage or loot.
Wormhole Generators
Essentially this will allow people to create a second/third static in their system. The generator can only be anchored at the sun and when activated it opens a wormhole on grid to a new system. The generators will require a large amount of fuel while it is activated and after you deactivate it, it takes 15 minutes to close (anyone can activate/deactivate it).
These generators will require a large amount of sleeper salvage to construct, some of which will drop on its destruction. This should help increase the demand for salvage and the level of income will rise across all wormholes. I believe that this would be a great conflict driver.
Note: This device will only have a 16 hour reinforcement timer.
So there you have it. Yet again i have fixed wormhole space and i await criticism from Jack Miton and his chums.
The question now is, are ccp willing to do something like this or do they only deal in nerfs and aesthetic changes? +1 |
Rek Seven
Probe Patrol Ixtab.
1796
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Posted - 2014.09.04 12:39:00 -
[2] - Quote
Terrorfrodo wrote:Wormhole destabilizer: For what, when it was and still is so easy to close a hole by jumping through it? Nobody would use it.
Wormhole generator: People complain about all the new holes already, or some of us enjoy them. But I don't see anybody who thinks there is such a terrible lack of wormholes that we need to build an expensive module to generate even more.
Roaming sleepers: Okay, whatever. But I don't see what it really adds except some randomness in fights at wormholes (will the sleepers shoot you or the others?). It would just be harder to move slow, non-cloaky ships through chains, and I don't see why that is good. Haulers should die from my missiles, not from npc's ^^
IMO the change in mechanics added more 'newness' than these ideas would.
A wormhole destabilizer would allow small groups to close a wormhole without needing to commit a capital... I thought that would have been obvious which is why i didn't explain.
Perhaps there is less of a need for a generator now but i would have prefered a generator over increased k162s. Also i bet there are still people who want more connections. In case you missed it the first time, the generator also acts as a conflict driver (i.e. something for people to shoot or defend).
Wormholes are supposed to be dangerous and the sleepers are supposed to be tough. With these amount of empty systems and the fact that people have site running down to the science, this is no longer the case. If nothing else roaming sleepers would make wormholes a little more interesting and unpredictable again. +1 |
Rek Seven
Probe Patrol Ixtab.
1796
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Posted - 2014.09.04 13:01:00 -
[3] - Quote
I'd appreciate it if you kept general hyperion discussions in one of the dozens of threads that already exist. Thanks. +1 |
Rek Seven
Probe Patrol Ixtab.
1798
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Posted - 2014.09.04 17:05:00 -
[4] - Quote
Myth Oceanas wrote: The WH destabilize doesn't have enough risk. You don't have the risk of a ship getting trapped on the other side. And if it lights like a Cyno its your WH right? What risk is there unless maybe a fleet happens to be cloaked up?
The beacon would appear on both sides of the wormhole so that people from either side can warp to it without scanning it. That is the risk for the ship attempting to close the wormhole.
+1 |
Rek Seven
Probe Patrol Ixtab.
1815
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Posted - 2014.09.10 09:21:00 -
[5] - Quote
I like the idea of sleeper incursions... It would be cool if there was a new "sleeper infested wormhole" that creates the incursion if it connects to a system.
To the haters, i could propose ideas the solve all the issues you raise but i can't be bothered doing your thinking for you if your going to be so quick to make wrong assumptions +1 |
Rek Seven
Probe Patrol Ixtab.
1819
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Posted - 2014.09.11 05:54:00 -
[6] - Quote
Incindir Mauser wrote:
WH destabiliser- functionally not much different than using a Crasher HIC to close a hole. I'd rather see it as a deployable structure similar to a MTU or something other than a shipboard module.
WH Generator - 250 people generating 250 new outbound WH's?
No offense Rek, but I cannot think of a more abusable mechanic.
Thanks for your comments but you are also making too many assumptions about these theoretical feature. Of course it wouldn't be possible to have 250 wormhole generators in a system. I envision it being similar to the way a POCO works but anchored at the sun.
With regards to the WH destabilizer, yes is could be done using a deployable but it thought the risk vs. reward balance would be better if it was a ship based module. This way the person would have to risk their ship and pod. Additional, the risk could be set by restricting the the module to specific ships (e.g. T3's)
+1 |
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