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Thread Statistics | Show CCP posts - 1 post(s) |
Alaesa
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Posted - 2006.02.08 15:54:00 -
[1]
Ok got this idea from playing with some dreads the other day.
POJG's allow the big rich peole to make a short cut path between 2 points in a similar way to a jumpdrive.
Now motherships and titans can open a jump path for other ships too. So why not a static path.
You would need to build 2 gates which when fueled would create a jump path between those points.
The gates would require constant fuel and additional fuel if you actually use them to jump.
You could use the conguerable station idea and have costs for certain ships to use it as well as standing requirements. Treat it liek a station for control etc
On top of this allow the system to be hacked so that you can make illegal use of the gate, or at least allow the gate to be temp disabled so that you can block short cuts.
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ReaperOfSly
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Posted - 2006.02.08 16:20:00 -
[2]
I had a similar idea to make player owned jumpgates as POS modules. My thread got buried under lots of other threads though so I guess there's not too much demand for it. -------------------------------------------------------------------------
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Cygnet Lythanea
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Posted - 2006.02.08 18:12:00 -
[3]
I like the idea. How about as deployable in a system where you own an outpost? No fuel requirement, just the outpost. That in and of itself should prevent this from becomming too common. Have it link other systems where you have outposts. Non Nobis, Domine, Non Nobis, Sed Nomine Tuo Da Na Glorium |
Saicon
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Posted - 2006.02.08 18:42:00 -
[4]
Restricting them to alliances would be bad mmmkay? -------------------------------------------------------------------------
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Cygnet Lythanea
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Posted - 2006.02.08 19:02:00 -
[5]
I dunno, at hte rate that CCP is restricting stuff to Alliances, pretty soon I think that player creation will be restricted to Alliances, and entering empire will make Concord WTFPWN you... but the construction of a jump gate should be far beyond the means of a corp. Non Nobis, Domine, Non Nobis, Sed Nomine Tuo Da Na Glorium |
Jade Ro
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Posted - 2006.02.08 21:33:00 -
[6]
I like this idea.. I think its something that could be developed into a balanced feature... what about controlled Toll fee's for non corp members possibly... a conquerable jump gate maybe? etc etc CEO - Aurora Empire
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Hatch
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Posted - 2006.02.09 17:36:00 -
[7]
I like the idea. the only problem i could see with this, would be the server side lag associated with adding additional gate networks that would have to be tracked. it would have to be cost prohibative to do to small and medium corps. Also, kept in 0.0. also the idea of having a toll tax associated wouldn't be a bad idea, but i personally would rather have them hidden so you have routes that can't be camped unless they have been scanned out. Or you could combine the idea of a hidden gate that has a toll to non member players.
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Lagar
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Posted - 2006.02.09 18:37:00 -
[8]
this is not to hard to make.. you make a structure making a permanent jump bridge. the only question i have is how long range it would have.. it wont be able to jump right into empire for reasons one dont need to explain.
i dont think the jump range of them should be larger than 5 jumps.. having 20+ jumps would just be insane...
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Johnathan Roark
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Posted - 2006.02.10 02:25:00 -
[9]
Originally by: Saicon Restricting them to alliances would be bad mmmkay?
Why? If you cant afford to create an alliance, why should you have the resouces to build a jumpgate?
I say make it to where you have sov in both systems. I would make it so as long as you have sov, they cant be destroyed.
The linking between two gates shouldn't be changeble on a whim, id say at least 24 hours.
As for distance, 3 to 5 light years.
Corporation Management Improvement |
altscout3
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Posted - 2006.02.10 03:48:00 -
[10]
I think we first need systems in place in order to defend such entities.
for instance we need player owned sentry guns. They dont have to be insanely powered and possibly force the fact that you have to have sovergnty in the entire constellation before you can anchor them..however they need to be in place as no entity can guard 23/7.
id also like to see certain features be available when an alliance has an outpost up in system. For instance, once this outpost is up, it should be able to radar the entire system. And you should recieve warp coordinates of every ship in system with your normal warp in ranges. This should however require a new class of ship and modules which take several months of training to fly.
these are very decent ideas for being able to defend space. If an enemy wanted to take the sapce over, they could simply by dominating tha area...and no longer by griefing continually without any risk.
this doesnt limit griefers in the effect that they wouldnt be able to jump in and get quick kills in such systems, it just raises the risk they currently do not have at all in 0.0. Once they are in system, they are vulnerable just like they should be.
although no 0.0 is like empire, it would be nice to allow the organizations that own the 0.0 space to be able to defend it reasonably.
If it is ccps goal to move players out of empire and out of highway systems, then giving players the tools to both conquer and defend 0.0 space is the best way to go.
As the way I see it, it takes several hundred if not thousands of players to create organize and maintain 0.0 space...it should take an equivalent to take it from them. You would want 2-3 guys to be able to destroy what it took thousands to build as it would very quickly become an unbalanced game.
just my 2 euros |
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Aion Amarra
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Posted - 2006.02.10 07:16:00 -
[11]
I think POS like structures that function as Jumpgates were on the drawingboard not too long ago, so the Devs ARE thinking about it.
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Alaesa
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Posted - 2006.02.10 10:46:00 -
[12]
nice that one of my ideas is actually being talked about.
My logic behind the fuel idea is that it would allow JUMP DRIVE length jumps.
By requiring fuel it makes it cost to actually use the item so in alot of cases it will be restricted to essential raffic or cost alot.
Personally I dont like the idea of PO guns as its just an I win button really. like try to fight a fleet at that fleets POS.
You would require sov in the systems you have gates in. The gates would be locked together example below.
An alliance has sov in 3 systems A, B, and C They create a jump path / warp bridge / stargate between system A & B. They lose Sov in system B which shuts down the network. They cant just build another gate at system C and link the existing gate from A.
As to construction. I was thinking along the lines of eitehr of the following......
Senario 1. The gates are the equiv of dreads to build and can be destroyed. However in this senario the equiv of POS guns would be needed. An advantage of this senario is that you could have different sizes of gates like POS's with the larger gates having greater range. Also during a war you have a true strategic target to take out defend.
Senario 2. the gates are like outposts. Huge building effort required, cannot be destroyed. only taken control of. Advatage of this is that once you invest in it it will always be a part of eve from then on. Disadvantage... it will always be there.
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Alaesa
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Posted - 2006.02.11 13:35:00 -
[13]
so no other comments
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Maya Rkell
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Posted - 2006.02.11 16:02:00 -
[14]
This comes up time and again. (POS-anchored jump gates)
If you just need sov, it's abuseable. If you have held sov for say...3-4 months, then sure, you can use those systems. The gateway activation could, say, drop the shields of the POS involved for the 15-minute cycle time and there would be an ice cost. While it is up, anyone could use it.
Then they're a strategic tool with use, not a win button.
Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command |
Alaesa
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Posted - 2006.02.11 20:24:00 -
[15]
i wasnt saying POS jumpgate
I said Player Owned JG
Seperate from POS's
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