
Mithfindel
Aseyakone
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Posted - 2009.09.09 22:24:00 -
[1]
The "stargate maintenance charge": Stuff to keep the gates running. Improve the thing with a locking module (with a price, of course).
Simple solution to "omg, teh stagstes R lockzorz" fears: Training Hacking V (and possibly some other skills). Wait 30 secs to get in, if you've got the skills that is. A red light highlights on the "regional control panel" of the sovereign alliance.
A bit different solution: make it so that the gate locking module exists in space and must be installed on both sides of the gate. Of course, this means that the first in-gate to sovereign space cannot be locked, and the attacker can attack select gate-locking modules, knocking them down (a good small gang objective?) or install gate disruption modules, knocking the gate lock down (of course, the defenders can shoot the disruptor mods, and they'd possibly highlight on the defender's interface).
One more way to complicate things for the defender: Make all transit through the gate to unlock it for a set time. Attacker slips in a cov ops. Which generates a Covert Cyno. Jump in a Blockade Runner, anchor gate disruption module while no one's watching.
Of course, the weak point of most of those would be that it might be possible for the defender to use only vessels capable of long jumps to service their space, leaving invaders on the locked gates. At the first solution, this isn't an issue 'cause the attackers can get in, though alerting the defenders. On the second of my suggestions, it does limit the attacker's attack points into set "fronts" which may or may not be a good thing. On my third suggestion would likely not work alone, if the defending alliance had absolutely no traffic except via titan bridges and cap jumps, so at the minimum you'd need Gate Hacking. Perhaps Covert Ops (as in "CovOps, not Bombers") could have an additional role of being capable to hack the gates without raising the alert. Sneak in the Cov Ops. Find target system with the caps. Light your own cyno. Hello, PR- siege.
Even more, if we'll have gate locking, the system likely would "cost extra", so if it isn't installed on every gate by the defenders, if you kick in the door, you've got free reign inside. Or even more likely, make locked gates "check your ship's identity", lasting a few seconds. Insert gatecamp with a bubble. Now was it *really* that useful to have that gate locked, was it?
Also, accessing a restricted gate / hacking the gate lock / knocking gate lock down destroying your attempts to get in, since the defenders know where to Drop the Blob? Split up. Attack ten systems instead of blobbing one. Sure, their blob might knock a few of your smaller gangs down real easy, but can they reach you all? Specially if the region's all locked up, and there's a delay accessing locked gates, they might be able to knock down a few attackers but arrive late to some systems. (Of course, combined with a cheapskate alliance locking only entry gates, once you're in, they couldn't track you.) They might compensate by building an extensive jump bridge network, but then again, they need to set up the towers and fuel them, which means that while no one attacks, they waste money. Risk and reward just needs balancing there.
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