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PieOmega
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Posted - 2007.12.28 19:03:00 -
[1]
I'd like to see Wormholes introduced as Exploration content, as a random and temporary route to other systems. Wormhole features :
*Detectable via the exploration system of probing. *Temporary, timing out as other passive exploration sites do. *Links to another random system, generated when the site is found, *Useable by all ships that can use a Stargate, perhaps at a skill cost.
The initial introduction of basic wormholes could be supplimented by further features such as :
*Player Owned Gates, big, expensive, skill heavy, perhaps fuelled, with a forcefield and defences. *Uncharted Systems, initially Wormhole linked only, all system features to be discovered upon arrival. Provides additional space in the universe too. *The Link to Jove Space. *Any other ideas ?
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Orca04
Gallente Open Concepts
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Posted - 2007.12.28 22:00:00 -
[2]
hmmm......a gate building ship that must construct the gate on the spot with a seige mode?
Originally by: CCP Sharkbait note to self : hate more people at the office...
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Cailais
Amarr VITOC
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Posted - 2007.12.28 23:13:00 -
[3]
/signed.
Good ideas. Not sure they need to be as temporary as you suggest - perhaps lasting a week or a month to make them 'useful'. Possibly even semi-permanent allowing star maps to be constructed by players and even sold.
The best way to implement this is that the worm-hole gates have 'counters' - after 'X' number of activations they fail and dissappear meaning that old maps would devalue.
C.
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
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Selene Le'Cotiere
Amarr I-Omniscient-I
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Posted - 2007.12.29 05:13:00 -
[4]
Actually, the idea of player found systems would be a big advance for for the explorers of EVE.
I can easily image these gates/wormholes being very valuable, not only for Alliances, but also for smaller Corps who come across them. Especially if they are able to claim some form of Sovereignty over them, as well as, have some form of means to keep them hidden/defended.
As you mentioned, some form of shield, most likely password accessed, would go a long ways to keeping you private turf safe.
_________
"Some would call me a Demon. Others, a Vampire. But if the truth be told... I'm a daughter of the moon and a Goddess among men." |
Shinori
Minmatar GoonFleet
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Posted - 2007.12.29 15:58:00 -
[5]
Intriguing idea, but the mechanics required for this are immense.
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PieOmega
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Posted - 2008.01.01 01:56:00 -
[6]
I would imagine these to be introduced in stages, perhaps:
1* Wormholes themselves 2* Player Owned Gates for the wormholes 3* Uncharted systems
allowing for suitable play testing time in between
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Syberbolt8
Gallente The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.01 16:10:00 -
[7]
Originally by: Cailais /signed.
Good ideas. Not sure they need to be as temporary as you suggest - perhaps lasting a week or a month to make them 'useful'. Possibly even semi-permanent allowing star maps to be constructed by players and even sold.
The best way to implement this is that the worm-hole gates have 'counters' - after 'X' number of activations they fail and dissappear meaning that old maps would devalue.
C.
I like the overall idea but I can't support the X number of uses, It should be open for a time set, and unless you make a gate onces that gate closes its gone, and the space unless a gate is putup is inacessable, I could see this being a build an outpost there, put up a cyno gen and hid in peace forever thing, though I like the idea over all, would need some balance.
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Gno Chalynn
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Posted - 2008.01.01 16:22:00 -
[8]
If a explorer found one of these worm holes, you could fit a cloaking probe to it and hide it from others. then get your corp/gang together and run an exploration/mining/ratting operation to this new system. The worm hole would last a week and then pop. The cloak could have a stability meter on it and when the worm hole starts to degrade it send out a ping on the condition. any ships still in the new system would know then to get out. If they did not they would get trapped.
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Cailais
Amarr VITOC
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Posted - 2008.01.01 17:27:00 -
[9]
Originally by: Syberbolt8
Originally by: Cailais /signed.
Good ideas. Not sure they need to be as temporary as you suggest - perhaps lasting a week or a month to make them 'useful'. Possibly even semi-permanent allowing star maps to be constructed by players and even sold.
The best way to implement this is that the worm-hole gates have 'counters' - after 'X' number of activations they fail and dissappear meaning that old maps would devalue.
C.
I like the overall idea but I can't support the X number of uses, It should be open for a time set, and unless you make a gate onces that gate closes its gone, and the space unless a gate is putup is inacessable, I could see this being a build an outpost there, put up a cyno gen and hid in peace forever thing, though I like the idea over all, would need some balance.
My suggestion is for worm holes "from an already existing system to an already existing system".
As opposed to finding a new system entirely: I dont think private systems are a good idea and are very abusable.
C.
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
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ezraniel
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Posted - 2008.01.01 21:33:00 -
[10]
Good idea tbh... password and then set like a skill/probe to breack the password of the gate.
Say it has low HP and requires a day or 2 to breack the password.
Would not enable people to keep hidden forever and still make it accesible for all who really want to, and maybe make it cost a hell of a lot (builth by motherships only or something) so people don't lock down entire regions
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PieOmega
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Posted - 2008.01.03 00:20:00 -
[11]
Edited by: PieOmega on 03/01/2008 00:20:41 *Wormhole Balance*
I think that the Wormholes should definatly be temporary, but exactly how long one should last I am unsure, probably something in the range of a few days to a fortnight.
The Wormholes should be entirely random, and therefore it would be possible to travel the length of the Universe if you were very lucky ...
I am concerned that they should not 'unbalance' things too much, and I think that making such travel semi-permanent at the outset might well do just that (think sudden new route deep into enemy space, pros and cons)
I liked the OP's idea of a device to hide the Cosmic Signature, but I think the signal strength should be really low anyway.
*Player Owned Gate Balance*
In order to balance the Player Owned Gate system I believe that the fuel required to run the Gate link should depend upon the distance it stretches across, possibly with a square or cubic factor built in, so that running a longer link becomes much more expensive and difficult to maintain.
Perhaps Gates should also appear on the Map and the Overview, maybe with a different symbol to indicate the gate's nature. They are BIG.
If they are made lockable, then it should be possible to break in, but with a low success rate. This should register as an act of aggression, perhaps triggering the defences that you have installed ...
Or, POG installations might have a forcefield like a POS, which needs attacking directly and destroying, before an enemy can access the Wormhole Link. Of course, destroying the POG would make the Wormhole unstable again, so it would time out as usual.
The OP's idea of a dedicated POG ship or module is interesting, a siege mode to run a POG link perhaps, or a dedicated launching ship? I had invisiged simply launching it from a hauler, like any other structure, anchoring and onlining it in a similar way to the POS we have already.
*Uncharted Systems Balance*
An Uncharted system would need to have a higher chance of a Wormhole Link spawning, perhaps as high as 100% so at least one link is always present, UNLESS a POG already exists. Then the spawn chance should be the same as for a Charted system. This would reduce the Private System using Cyno fields only scenario.
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Manfred Rickenbocker
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Posted - 2008.01.03 22:40:00 -
[12]
Edited by: Manfred Rickenbocker on 03/01/2008 22:41:56 I personally enjoy the idea of a wormhole, player owned gate, and discovering new systems. The real trick becomes balancing. I had done some bouncing of ideas off a few friends of mine and it seems like an acceptable way of accomplishing this would be more akin to generating a whole new "region" of space that places stars points in the dark areas between regions but with no visible access points (and no inter-region access points). This way, you have to probe down the access points which would occur in any region of space (albeit more likely in 0.0 and low-sec) and they would be temporary.
I like the stuff discussed: It would be possible to anchor a gate like a POS, and possible to hide it (POSes dont show up on the overview) and maybe include some emplacements to reduce its scan signature further below the wormhole's already low natural signature (but never impossible).
To create some balance, it would be best to limit the kind of resources that can be gained from the star system (because if they were rich, the empires would have gated to them already, right?) along the lines of probably 1 or 2 planets, the star, a smattering of moons/belts/ice, but no rats or further exploration content like current systems have.
One of the things Ive been curious about for a while were the ancient alien artifacts... maybe these lost systems can incorporate that as well? ------------------------ Exploration: A discipline for those who have a lot of time, don't want to put in a lot of effort, and have a high tolerance for mental anguish. |
OzDeaDMeaT
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Posted - 2008.01.04 02:29:00 -
[13]
Id like to see exploration through wormholes aswell. Id really like to see exploration lead to dare i say it.... some form of battle arena.
Let the flamage being.
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DarkSim Field
Gun Metal Priests Pure.
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Posted - 2008.01.04 03:39:00 -
[14]
I'd like to see player made gates. What I think is that the wormholes should be temporary, lasting about a week or so only. HOWEVER, they can be made permanent If a POG (Player Owned Gate) is constructed at BOTH ends. These gates would be very, very expensive, close to outpost price and once built would be permanent. There should however be a limit to the number of POGs in a region to stop very rich groups from spamming them too much as they are a somewhat abusable feature, in theory (just think of scanning these exploration sites down till you've got a link to your opponents home system or near it - just too abusable)
But just imagine the RUSH for an alliance to band together to build these gates if they found, say, a link from deep 0.0 to empire! Though, they could always pre-build a pair of gate eggs. Though, perhaps players should not be allowed to build permanent gates in empire, just in 0.0. However, worm holes that link to empire should exist.
You should be able to anchor pos turrets around them on the 0.0 side but passwording would be silly as it would somewhat remove any incentive to bother defending these access routes.
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Mianna Foreseer
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Posted - 2008.01.04 03:57:00 -
[15]
Very nice idea. But if you dont have notice exploration is mainly like this. 1. Drop probe 2. scan scan scan.... 3. You find something. 4. Change your ship and warp to exploration site since 99.9999% possibility its just dead space spot full of stupid NPCs that you need to shoot. 5. Loot.
Exploration as CCP see is nothing but to find stuff to kill. Anything outside that dont seems to happen. Sure it would be nice to find all kinds of interesting possibilities via exploration like wormholes, ghost ships, forgotten space stations along the mysteries behind them buuuuut. I dont believe that would ever happen.
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Vyktor Abyss
The Abyss Corporation Abyss Alliance
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Posted - 2008.01.04 04:15:00 -
[16]
Edited by: Vyktor Abyss on 04/01/2008 04:25:39
Some great ideas in this thread.
I'd like to suggest that both a maximum stable time and a maximum jumps on a wormhole until a player owned gate is constructed. Perhaps a high-ish cost and tricky setup times of upto 1 week just anchoring the gates of varying sizes would be good - Frigate only, upto Cruisers, or upto battleships.
There are lots of issues though:
Jump Bridges (when working) currently tighten major alliances grip on 0.0. There would be little to stop this happening too - imagine a player owned gate from NOL or whatever to Jita.
I'd rather see just small unstable wormholes to help perhaps allowing a small raid into foreign territory rather than a new trade route or gate for invasion with your alliances guns each side and a steady flow flow of freighter pilots laughing their way to the bank.
The balance and the mechanics doing this would be (as well stated earlier) immense.
Not to say I wouldn't love to see it though but I would be surprised to see it happen before 2010.
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PieOmega
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Posted - 2008.01.06 21:34:00 -
[17]
Nice to see another POG post.
Linkage
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PieOmega
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Posted - 2008.01.11 23:33:00 -
[18]
I saw this News Item :
Last Transmission
" ... searching within the area for solar anomalies and uncharted nebulai."
Could this be new systems? Maybe they fell down a wormhole ...
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Verys
The Black Ops
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Posted - 2008.01.12 22:05:00 -
[19]
/signed - an idea of mine is to use this method for escalations, instead of having to fly 10 jumps of your last location to a virtually unkown space.
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PieOmega
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Posted - 2008.01.13 15:28:00 -
[20]
Excellent idea from the last poster, to use wormholes as the travel system for escalations.
Many of us have found an exploration site, and achieved an escalation or two, only to have the route travel through an impossible system - always gatecamped or terminally busy.
Wormholes would provide the ideal solution here, timing out when the site is completed as usual, avoiding any possible balancing problems.
And, from a Role Playing point of view, the NPC pirates are not going to use normal travel routes - they would have their own 'secret ways' to get between systems - Concord or the faction police would surely pop them at any patrolled stargate.
* Wormholes for Escalation travel routes. * Provides speedy movement to the next stage. * Times out on completion of the site. * Gives an extra level of realism and excitement.
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Karentaki
Gallente federation navy taskforce
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Posted - 2008.01.13 17:28:00 -
[21]
There are some great ideas in this thread - how I envisage the whole wormhole idea is like this:
Wormholes spawn randomly, however they are much rarer than other exploration sites, and there may only be 2 or 3 in any region. They need a new class of probes (more expensive) to find them, possibly called 'Quantum' or 'Space-Time' probes. Once you found a wormhole, it would have some really nice graphics (maybe like the eve gate), but the mechanics would be similar to a normal stargate (right-click, jump). However, the destination would be completely random within about 20 AU of the wormhole, and it may lead to an uncharted system.
In any given region, there would be about 10 uncharted systems, all 0.0, with ores appropriate for 0.0-0.4 (selected randomly), however, they would not have belt rats. Instead, they should have one of: No rats, Rogue drones, dangerous gas clouds, or SPACE WHALES . These uncharted systems could be explained away in RP terms, by saying they are single-star systems, in which stargates do not function, so the only way to get there is either by slow-boating in a large ship (how the rogue drones got there), or through one of these natural wormholes. So that someone couldn't just farm one of these systems for long periods of time, the wormhole would close after 1-2 weeks. However, if there were any ships left trapped in the system when the wormhole closed, only one end would close, leaving a route back to normal space. This would appear like a cyno on the overview.
However, it would be possible for a corp to claim 'ownership' of one of these systems. A wormhole would work much like a moon, meaning you could anchor a pos at the entrance, however you obviously couldn't use a moon-mining array. Instead, you would be able to online a 'Spatial Manipulation Array' which would consume a lot of PG & CPU, but this would allow a wormhole to remain open for longer than 2 weeks. The pos would NOT however limit access to the wormhole. It would instead simply provide a stopping-off point for your corp/alliance members who wished to store ships at the pos, and if you anchored defences on your pos, it would allow you to choose who has access to the system (unless the POS is in highsec). However, anchoring a POS at the wormhole would also make it MUCH easier to scan down, so doing so in highsec might not be a great idea.
It would also be possible for these wormholes to open to normal systems, meaning that you could, theoretically get a wormhole from the middle of highsec, to 0.0 space. This would be the real use for highsec Pos's on wormholes. If you found a wormhole that took you past an often-camped system, it would be possible to set up a pos at the wormhole to keep it open, and either use the wormhole for your own access, or sell the location of the wormhole to other people in the form of bookmarks. If you wanted to make sure only people you allowed to use it would do so, you could set up the pos at the lowsec/0.0 end instead, and fit it with lots of guns and a warp disruptor or two . ======
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Azeria L'Mante
Gallente Salvage and Mining Consortium Kinetic Maelstrom Alliance
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Posted - 2008.01.13 17:58:00 -
[22]
Very nice ideas, it would be nice if CCP implemented something like this, perhaps at some point in the future.
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PieOmega
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Posted - 2008.02.10 13:38:00 -
[23]
Nice to see some more ideas along this theme:
Linkage
and
Linkage
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Volga 743
Kernel of War Tau Ceti Federation
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Posted - 2008.02.10 18:23:00 -
[24]
/signed With some belts, some moon to anchor POS, and a thing like this : The wormhole is discovered, the corp anchor a POS + a module who keep the wormhole always open. Same at the other side of the wormhole. The wormhole may you allow to jump in an unknown system, with some belt, moons, and why not ancient ruins with artifacts and old and unknown items (like jove or other race (who may be dead)). But no NPC (because they don't have discovered the system yet). With a possibility to own system. All system are 0.0 system (concord doesn't discover them) with different ORE (with rare ORE to make the system atractives). Or the wormhole is a link to a known system. We just need to find a mechanic to avoid some corporation who will own a lots of unknown systems, and avoid the lack of unknown systems who may be claimed.
Eve is so hellish |
Gekigami
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Posted - 2008.02.11 01:52:00 -
[25]
I think it would be fun to have wormholes that take you into undiscovered systems, or even wormholes that are permanent shortcuts into DEEP 0.0 space. Players that know where the wormholes are can access rare resources or lay traps. If this system becomes abused it can be changed so that maybe the wormhole will go to the same place but will change its entryway every week or so... or vice versa.
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PieOmega
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Posted - 2008.02.17 11:44:00 -
[26]
Another related topic :
Linkage
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.23 15:30:00 -
[27]
I've literally just discovered the ideal graphic for a wormhole - already ingame - it's called 'LCO Spatial Rift'
Well that sais 'Wormhole' to me All we need is the rest of the code ...
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Karentaki
Combat-Evolved
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Posted - 2008.03.23 15:46:00 -
[28]
Edited by: Karentaki on 23/03/2008 15:47:11 EDIT: Forgot I already posted here
On the other hand...
Would you trust something with teeth but no eyes!?!?!
Drainpipe of Doom pilot! |
Rudarstilski
Alija Sirotanovich Mining Ops
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Posted - 2008.03.23 17:26:00 -
[29]
Edited by: Rudarstilski on 23/03/2008 17:35:19 My two cents :)
I totally love this wormhole exploration idea :) with a couple of ideas of my own :)
What do we want to achieve? As someone said, we don't want an instant NOL-Jita jump happening, we don't want hidden stable wormholes appearing all over the place, we want to find secret systems but don't really _want_ to nerf them and I certainly don't want to make them private isk-farming sanctuaries defended by poses.
On the other hand, we'd like to experience lots of fun finding and exploring those little gems, we don't really want them to be extremely rare but if they are made more common they should be a catch to it.
What do we do? We make the wormholes unstable and POGs vulnerable in a way that doesn't nerf the possible benefits but introduces new risks.
Hidden systems shouldn't be made into private playgrounds. If you allow the private playgrounds you need to rip almost all of the benefits of having a private system hence taking out the feeling of adventure out of it.
Wormholes without POGs should be unstable and unpredictable. That means you don't know will it wear down in time, or in number of jumps and how many/much jumps/time you have before it collapses taking your ship in the process or denying you entry. Some or all uncontrolled wormholes may even destroy your ship every now and then (like 0.001%-50% chance depending on the wormhole or some skill/implant/module/...). Also, some wormholes may be a 1-way trip, POGs should obviously be built only on 2-way traffic wormholes, not all wormholes would necessarily ditch you in the same location twice or could change their destination/starting point periodically (imagine what it would do for a roaming gang that has no idea where to go ).
It would be fun to explore such wormholes with a disposable cyno ship and call in the rorq (if within jump range) once you find nice belts in the new system :)
A special science skill tree can be made to probe out the properties of wormholes (stability, durability, approximate destination, ...) but with some uncertainty involved, for example a lvl 5 wormhole specialist may be able to give good information in 90% of cases, a lvl 1 wormhole specialist may be able to give good information in 40% of cases. Wormhole properties survey may be time consuming and may demand specialized equipment.
Unstable and unpredictable wormholes should most often be very far-reaching. It would be fun to see, for example, BoB gangs swarming all over Branch or drone regions or insmother for a few days or a large RA fleet suddenly appearing deep in Deklein to the surprise of TRI and RA alike
Also, once you find a secret systems you want to make it very very hard but perhaps not impossible to exploit it after the wormhole dies, out of jump ship range for all practical purposes.
Wormholes with POGs can last forever but they need to be vulnerable. That is, a heavy 100-strong battleship gang should be able to disable it in 15-20 minutes of continuous fire in much the same way station services can be disabled. Also, building a POG should be like building a station. It is time-consuming, costly, needs high sov in both systems and is immediately advertised in the local overviews of both systems, but not on starmap unless you visited one of the connected systems. POG building can demand certain stability levels of wormholes.
POGs may even be destroyed entirely thus destroying the wormhole for ever.
POGs shouldn't be defended by POSes and passwords. Everybody should be able to jump through them and use them in much the same way as ordinary stargates once your char is aware of their existence. The ruling faction may anchor a limited number of gate guns on POGs (not on ordinary gates) much in the same way as losec gates allow it.
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Rudarstilski
Alija Sirotanovich Mining Ops
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Posted - 2008.03.23 17:46:00 -
[30]
Edited by: Rudarstilski on 23/03/2008 17:49:29
What do we get with this proposal?
You get the permanent useful kind of wormhole some people asked for.
You get the wild unpredictable long-reaching kind of wormhole that can prove uber fun for roaming gangs but not nearly useful enough to make a sustained assault on someone's sov.
You get to find wormholes quite often.
You get the nasty benefits of being the only one to know of a whole new star system but no one guarantees you'll come there next time you try to use it, that other people won't scan it too, you don't even know will your ship and pod survive the trip next time.
You can study wormhole physics and have scientist characters that make "plausible theories about wormhole properties". If the study came positive you just might risk that BS gang to jump trough.
Sites for making a POG are still very rare and with a limited time window. If they are too useful your enemy just might decide to destroy it and pirates might decide to jump into your systems from the "other side".
Fun fun fun
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Eventy One
Magellan Exploration and Survey Phoenix Rising Alliance
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Posted - 2008.03.23 19:34:00 -
[31]
/signed /signed and /signed.
I like the idea of wormholes being like gates. Also how about hidden wormholes to area's only accessible by these gates, so you need to use astrometrics to find these regions.
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.23 20:30:00 -
[32]
Definatly some nice ideas there - It's all about balance -
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.27 20:09:00 -
[33]
Having just read a post including something about Boosters and current smuggling mechanics, I've edited the initial post to include this as a possibility.
As Wormholes would not be guarded by Customs Officials, they would make an ideal smuggling route for the delivery of Illegal Goods into High Security space.
The Market would not become flooded, as Wormholes are random and rare, but some access would be available to enable the dedicated smuggler to go about his business.
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Seiji Hannah
Death of Virtue Sex Panthers
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Posted - 2008.03.27 20:54:00 -
[34]
Edited by: Seiji Hannah on 27/03/2008 21:02:29 Edited by: Seiji Hannah on 27/03/2008 20:59:33 ./signed
There should also be a risk factor - as the wormhole is used it looses stability and the less stable it is the more chance that the ships jumping through it would recive damage and ofcourse if that means your ship dies during jump - so should your pod
This should mean that keeping your find a secret is imperative, since you can only make use of it a sertain amount of times.
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Exyn
HonouredKnights Edge Of Sanity
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Posted - 2008.03.27 23:50:00 -
[35]
Good idea. It would encourage more pilots to go into an exploration career.
I don't know about the link to Jove Space though... ------------------------------------------------- U verspil tijd vertalen tekst naar Engels van Nederlands. Translate this text. |
Keith F
United Society Starfleet
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Posted - 2008.03.28 04:09:00 -
[36]
Stage 1 Player A runs around probing as usual, until one day he finds a research facility with a Report in it containing Worm hole location.(this report is tradable as it must be carried in hold of any ship going to that system to find said wormhole).
Player A, or Player B if traded/sold. Flies to said system ( usually in same sec status as report found and/or within same region or even constellation).
Player drops wormhole multi spec probe ie observatory probe with wormhole only selected and gets several possible locations. Player then warps to all points and deploys wormhole probe , Quest. As per normal probing until a hit and fine tunes his probes until a positive result.. ALL this relies on the report still being in his possession
Player then flies to this location and finds a Wormhole which is unstable until he deploys a TAGGED BEACON (this beacon has its own tag and is UN Bookmarkable) This beacon travels to the end of the Wormhole and anchors itself.
If a player flies thru this worm hole with out the TAG he is ejected randomly into unknown space. Ie gang is sent to several different locations truly random and must then explore their way back. with no way of ever finding said location again this jump also disables their jump drive ie not warpout able until they travel 1000 km out of the hole, making them useless.
Player carrying the TAG is sent to the end of the wormhole and can then deploy a FOW (fog of war) probe to find out what is in the system. Once done this probe generates another report (also tradable) and the TAG self detructs. This new report is linked to the FOW probe and is timed to destuct ie 14 days(Downtimes) from deployment. Player then warps away to probe some more/or place this item on maket and 2nd stage of this operation starts
Stage 2 Player A upon receipt of this new report flies to said system (with report in hold) and warps to said wormhole, he then deploys a small POG (player owned gate) and activates it. This POG charges up its batteries ie 5-10 mins and allows Player A in a cruiser sized ship to use wormhole safely POG cannot be deployed without said Report in the POG. any attempt to use wormhole results in random exit as before.
Player then actives POG and travels to other end where he can then deploys 2nd small POG .or (another spec object to disable the warp jammer and anchor this end of worm hole) once activated allows other members of gang/corp/alliance access to new system as it disables the 1000km warp disruptor in system as does the TAG/REPORT carried by the finder of this wormhole. Once both ends of wormhole are now stabilized the small POG can be upgraded to a MED by installing components and activating the upgrade this will give POG larger Batteries and can allow larger masses to travel thru ie BS. As POG will use battery power every jump dependant on size of ship and must recharge , again ie 5-10 mins, mass jumping will depend on size of ship small =10 frigs per cycle or 5 destroyers or 2 cruiser, 1indust (Miner hauler). Med = 50F, 10 Dest,5Cruiser, 2-3 ind,2 BS 1 Cap ship(rorg), Large 100xF,50D etc.
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Keith F
United Society Starfleet
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Posted - 2008.03.28 04:12:00 -
[37]
Stage 3 Depending on the type of system Large ,med small. It could be the same as all other un stationed systems random sec status with corresponding rats/ore and exploration types. Random planets with Moons (that can have towers for moon mining) Special Agents could also arrive with missions in that system.
Now the fun part.
Once a POG is constructed it starts the decay of the wormhole dependant on the activity carried out inside, giving maybe a 14 days of low volume mining for a small POG to 30 days with a large POG low volume use, to 7 day High impact Small POG - 15 days Large POG. At the end of which wormhole collapses and spits all contents(POS, Ships, defenses and CANS of Loot) to the POG. Which now can be disassembled and repackaged to its small status and re used.
The POG also has a force field and Password which stops other ships attacking and or using it (same as a POS) and can be defended the same way with guns etc, BUT is able to be hacked by non aggressive ships, ships attacking can be shot at BUT HACKING modules do not give aggression. Ships can fly to your POG but unless firing at it, it will not aggress.(0.0 located rules override) but cloaked covert ops ships with a fitted hack module can fly thru the force field and 1 at a time and start hacking. This act can send a warning and start a timer to allow defenses to begin. Ie a ship must come within 1 day to repair same as a POS once shield goes down as in a POS the POG goes reinforced and then disabled allowing new ownership by a hacking ship
As ships belonging to owner of POG and gang members can still use wormhole until its disabled/destruction/ removal, they can always abandon the site by removing anything they have there.
The attackers not even knowing what is in it or how long it will last until they start the finding process them selves by launching a FOW Probe in there themselves, Must 1st decide if its even worth killing its if its life may already be ending. and once they do get in the original owners still have time to remove all their equipment until POG is repaired to replace force field
WORMHOLES once detected and tagged cannot be refound
POGÆs once activated can only be Probed by Wormhole probes set to Structure. And then Fine tune Probes( used same as wormholes them self)
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Zaranya Amarr
Sentinels Of Justice Tactical Command
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Posted - 2008.03.29 05:16:00 -
[38]
Fantastic ideas, but I'm going to be boring and say that wormoles should be limited to connections just within 0.0. In addition they could be expected to stick around for months and months and the new routes would potentially shake things up in 0.0 for the alliances. They would be visible on the overview and map and not require anything special to activate and use them. This idea could at least be implemented fairly easily and just be a new tactical variable for the alliances who might suddenly have access to their opponent's front door.
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Anjinha
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Posted - 2008.03.31 11:27:00 -
[39]
Originally by: Gno Chalynn If a explorer found one of these worm holes, you could fit a cloaking probe to it and hide it from others. then get your corp/gang together and run an exploration/mining/ratting operation to this new system. The worm hole would last a week and then pop. The cloak could have a stability meter on it and when the worm hole starts to degrade it send out a ping on the condition. any ships still in the new system would know then to get out. If they did not they would get trapped.
FANTASTIC!!! you get the words out of my mouth.
Sometimes we need some privacy in this growing universe.
Industrialists' ideas for EVE
"We don't need Santa Claus... we need his factory"
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PieOmega
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Posted - 2008.04.05 12:21:00 -
[40]
Again, prompted by another post ...
Where are the Stellar Oddities? By these I mean :
Double Binaries Supernovae Black Holes Neutron Stars Quasars Empty systems (with NO star)
I can understand that these systems might be *dangerous* to colonise, so might not be inhabited by NPCs, and indeed may not even have Stargates constructed to them. But surely they would still exist?
Perhaps Wormholes could provide a route to discover these uninhabited systems.
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Dillon Arklight
Shinra Shinra Alliance
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Posted - 2008.04.05 13:28:00 -
[41]
Id love to see exploration have a strategic PVP aspect to it and wormholes may provide the solution. Ideally they should be unstable so that they provide some fluidity to the map pathways and rare enough so that they do not become a regular feature. Their location could be displayed through corp anchored Beacons which can be configured to only show up to corp or alliance members.
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PieOmega
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Posted - 2008.05.05 12:15:00 -
[42]
Nice to see some new posts on the same lines as this one:
Corp Owned Stargates
Figured it was time to promote this idea again
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Packa
Caldari Can Control THORN Alliance
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Posted - 2008.05.05 12:54:00 -
[43]
excellant ideas, ill post some of my edited ideas or add to them when i have time today, i look forward to reading the topic in depth :)
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Gowenehn
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Posted - 2008.05.06 01:12:00 -
[44]
flat out awesome.
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Lusulpher
Raddick Explorations Friend or Enemy
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Posted - 2008.05.06 03:07:00 -
[45]
Originally by: PieOmega Again, prompted by another post ...
Where are the Stellar Oddities? By these I mean :
Double Binaries Supernovae Black Holes Neutron Stars Quasars Empty systems (with NO star)
I can understand that these systems might be *dangerous* to colonise, so might not be inhabited by NPCs, and indeed may not even have Stargates constructed to them. But surely they would still exist?
Perhaps Wormholes could provide a route to discover these uninhabited systems.
No wormholes needed to find those aspects of a galaxy, CCP should just upgrade that in with the 2nd half of the Trinity graphics(space objects, Ambulation?).
The wormholes would be fun to find and stabilize, and make into an actual commodity. Find it and sell it to the locals. And imagine plotting to your alliance's 3 fueled/stabilized wormholes for PvP and hauling, or a nice escape route, instead of taking the legal and long paths like the underdeveloped players.
Balance them by making them expire after 30-60 days, definitely, that way you keep explorers on the payrolls to find the new one IF it is in your constellation...
Link them to lowsec and 0.0, it needs a boost anyway, ofc, lowsec near hisec for the incentive to control and explore them. True owners should be able to sell on market, passcards to allow the truly charismatic industrialist be able to go thru if he dares it.
Your exit should be a random spawn point in the new system, nice chance to escape lowsec camps that will be there... Live and Let Die...All of it...null |
PieOmega
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Posted - 2008.05.06 08:02:00 -
[46]
Perhaps the Player Owned Gates should not be refuelable - I mean, they need fuel to operate, but once switched on you cannot add any more fuel, so the gate only operates for a limited time. This also depends upon the link's distance, a longer link uses the fuel faster, so lasts for a shorter time, maybe from a couple of weeks to a couple of months. I think this adds a degree of balance, forcing the gates to shut down and allowing the wormholes to expire, as they would if the gate had not been anchored and powered up in the first place.
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PieOmega
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Posted - 2008.05.14 04:49:00 -
[47]
A lot of interesting ideas about Player Ownes Stargates coming out in this thread:
Corp Owned Stargates
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PieOmega
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Posted - 2008.06.08 23:23:00 -
[48]
*Prod*
Nothing new to add ... for now
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PieOmega
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Posted - 2008.08.22 21:57:00 -
[49]
As there have been some more recent variations on the exploration and wormholes topic, I'll dig this one up again
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