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Squelch
Imperial Collective Unsettled.
0
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Posted - 2014.03.13 18:00:00 -
[1] - Quote
Seeing as CCP are pushing the new deployable structures, I've been thinking about a wormhole generator structure.
Firstly, No, this should not be able to generate wormhole after wormhole until you get the one you want. My idea is to have a structure that can generate a wormhole and has a cooldown period equal to the lifetime of the wormhole it has generated (more on this below).
Only one Wormhole Generator can be active in a system, and the wormhole generator needs to be loaded with 3 different types of charges:
Charge 1: Destination Schematic. This is an item that specifies where you want the new wormhole to go. Hisec, Losec, Nullsec, C1, C2, C3, C4, C5 or C6. Using any of these does NOT guarantee you will get a wormhole to that place. It should give a base chance (maybe 25% or something) of giving you what you wanted. Possibly introduce a new skill to increase your chances at getting what you asked for.
Charge 2: Stability Schematic. This is an item that specifies how long you want to wormhole to remain open. Different schematics would be available for different amounts of time the wh would remain open. This could be skill based, so you can only use schematics based on your skill lvl. At [New Skill] lvl 1, you can use a schematic to create a 24 hr hole. lvl2 = 18, or 24hr hole. lvl3 = 12, 18 or 24 hr hole. lvl4 = 8, 12, 18 or 24 hr hole. lvl5 = 4, 8, 12, 18 or 24 hr hole. The system would not allow this, or another wormhole generator to be used again in this period of time. So at best you could make a wormhole last only 4 hours to cycle through looking for something specific, but doing it this way would mean when you find what you want, you only have it for 4 hours.
Charge 3: Magnitude Schematic (or some better name) This is an item that specifes what mass limits you want on the wormhole. For ease of explaination, let's assume this item controls both jumpable mass, and total allowable mass.
So, how do you make these 3 charges, or schematics?
Charge 1: Destination Schematic. Thematically, using Ancient Database Coordinates to construct the Destination Schematics (which type of space you want your wh to go to) makes sense to me, and gives them an alternative to just being sold to NPC orders. A combination of ADC's, and the other blue loot could determine what the destination is for your generated wormhole. Some thought would be needed here to figure out the cost of each type of wh, but I imagine a Highsec hole would be the most expensive.
Charge 2: Stability Schematic. Controlling the duration of the wh's life could be made from Thermoelectric Catalysts, and other sleeper salvage components.
Charge 3: Magnitude Schematic (or some better name) Thematically, I want to link this somehow to incursions, as the Sansha seem pretty good at opening wormholes, however I'm not sure giving incursion runners another way of making isk is the way to go.
The construction of these three schematics needed to open a wormhole should not be so expensive that they stop smaller groups from using them, but expensive enough that after the initial fascination has worn off, we don't have newly generated wormholes popping up all over the galaxy.
Another thought that I've not really fleshed out yet would be to possilbly use Capacitor Transfers to 'power up' the wormhole generator. This could affect the duration of the hole, or maybe the mass limit. Maybe it would just be needed in additition to the schematics to actually provide the power to generate the hole. Different types of hole would require different amounts of power, which would require ships to be sitting on the generator for x amount of time feeding it cap. Possibly have the structure pop straight up on the overview like a FW beacon, or a cyno, so there is some risk at feeding it power to open a hole.
Anyway, I'm sure there is more that could be imagined here, but this is a start. Whaddya think?
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ChrisLCTR
Lazerhawks
122
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Posted - 2014.03.13 18:15:00 -
[2] - Quote
Wait for it......... |
Winthorp
Sky Fighters
1336
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Posted - 2014.03.13 18:22:00 -
[3] - Quote
FFS. (Insert witty signature here) |
Rek Seven
Probe Patrol Awakened.
1409
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Posted - 2014.03.13 18:47:00 -
[4] - Quote
People get slammed when they suggest this mate, so you are not the first the open yourself up to the upcoming flaming.
Here is what i want:
Rek Seven wrote:
Wormhole Generator (WG)
A lot of people seem to be asking CCP to add duel statics to some wormholes that currently only have one. Instead of CCP forcing this change, why not put the choice in the players hands?
Here's a feature list describing how it could work:
1. The WG is manufactured using sleeper salvage 2. Can only be deployed in wormhole space 3. Can only be deployed at the sun 4. One WG allowed per system 5. 15 minuet spool up and shutdown time 6. Can be activated by someone in the owning corp that has required roles (anyone can pass through it) 7. System wide notification when new wormhole generation in initiated 8. 23 hour reinforce time 9. Hit points: Shield= 5,000,000 - Armor= 1,250,000 - Structure= 1,000,000 10. Drops sleeper salvage if destroyed
+1 |
Squelch
Imperial Collective Unsettled.
0
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Posted - 2014.03.13 19:06:00 -
[5] - Quote
Rek Seven wrote:People get slammed when they suggest this mate, so you are not the first the open yourself up to the upcoming flaming.
Slamming I can take, It just makes those people look like typical internet morons.
On the other hand, Intelligent discussion either furthering the idea, or explaining why this isn't a good idea is welcome, and funnilly enough, the point of a forum.
I for one would appreciate the ability to open a hole (even a random one) when there is nothing happening in the chain, but we didn't want to close the static.
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Nightingale Actault
The Night Crew The Night Crew Alliance
13
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Posted - 2014.03.13 19:31:00 -
[6] - Quote
The reason we all love wormholes is because they're unpredictable and "dangerous". Being able to create a new wormhole at will is largely defeating the reason most people live in wormhole space.
There are ideas being thrown about of increased wandering wormholes that I feel is more akin to what the community is actually reaching towards. Ones that have differing mass and time variables than the existing connections so as to increase the unpredictability without making them completely random. |
Squelch
Imperial Collective Unsettled.
0
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Posted - 2014.03.13 20:55:00 -
[7] - Quote
Nightingale Actault wrote:The reason we all love wormholes is because they're unpredictable and "dangerous".
I agree with you there, re-reading my OP I probably made it sound a bit too easy to get what you want when you want it.
The idea was supposed to be more, "we don't want to close the static (maybe cos people are moving ships in/out), but there is nothing else happening in the chain at all.... I wish we could open another wormhole to have another option of looking for pew.
Maybe I got a little carried away with the details... it's not supposed to be about controlling what you get, more like just having another option, and with a SP investement, making that option slightly less than completely random.
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Winthorp
Sky Fighters
1337
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Posted - 2014.03.13 20:59:00 -
[8] - Quote
Squelch wrote:Rek Seven wrote:People get slammed when they suggest this mate, so you are not the first the open yourself up to the upcoming flaming.
Slamming I can take, It just makes those people look like typical internet morons. On the other hand, Intelligent discussion either furthering the idea, or explaining why this isn't a good idea is welcome, and funnilly enough, the point of a forum. I for one would appreciate the ability to open a hole (even a random one) when there is nothing happening in the chain, but we didn't want to close the static.
The problem is this has been debated to death and yours is nothing new at all. The problem you dont get is you already possess a WH generator, you have ships that can make you a new WH at will (you wanting to keep that perfect chain to Jita isnt CCP's problem its the choices you as players and a corp must make). You also have a WH generator module you can fit to your ship and even load it with probes to expand that perfect Jita chain. (Unless you live in a C4/C4 it is impossible to have a dead end chain you simply have to use the WH generator module in that high slot next to your covops cloak to male them magically appear onto your mapper)
Poasting in WH generator thread #36332775.
Next week its WH stabalizer thread #75;3/6675 (Insert witty signature here) |
Derath Ellecon
Washburne Holdings Situation: Normal
2055
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Posted - 2014.03.13 21:15:00 -
[9] - Quote
Squelch wrote:Slamming I can take, It just makes those people look like typical internet morons.
Well no, not always. In some cases the OP gets to look like a moron for posting what is the same idea that has been done before over, and over, and over.
Squelch wrote:On the other hand, Intelligent discussion either furthering the idea, or explaining why this isn't a good idea is welcome, and funnilly enough, the point of a forum.
Use the search/google/ whatever floats your boat to find all of the intelligent discussion that has already been done to death.
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Bane Nucleus
Sky Fighters
1195
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Posted - 2014.03.13 21:18:00 -
[10] - Quote
While I like the idea of more wormholes, I don't think a player influenced approach is the way to go. Maybe CCP can allow the wormhole environment to produce more random connections to random wormholes. This would still allow more options as far as where to go, while still leaving the randomness of wormholes intact. No trolling please |
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Jack Miton
Sky Fighters
3094
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Posted - 2014.03.13 21:56:00 -
[11] - Quote
Get out Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |
Tyrant Scorn
91
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Posted - 2014.03.13 22:02:00 -
[12] - Quote
For once I have to agree with the rest of the people here... WH's should stay random and if you want a new chain or a new empire connection, jam a couple of orca's up your hole. Host at Legacy Of A Capsuleer Podcast: Http://www.legacyofacapsuleer
Editor On EveNews24: Http://www.evenews24.com |
Alundil
Sky Fighters
425
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Posted - 2014.03.13 23:12:00 -
[13] - Quote
Tyrant Scorn wrote:For once I have to agree with the rest of the people here... WH's should stay random and if you want a new chain or a new empire connection, jam a couple of orca's up your hole. Your choice of phrasing....replete with innuendo
I approve
Post #13 in the new and improved Sky Fighter forum. Clone mechanics enchancements Deep Space Probe Revival |
Andrew Jester
Jester's Hole
93
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Posted - 2014.03.13 23:57:00 -
[14] - Quote
Do people just come up with this **** when they're drunk and think, "oh hey, wormholers will love this ****! I've never posted in this forum before because I obviously don't know that it's been suggested to death, but they'll ******* love it. And if they don't, they're wrong"? |
Proclus Diadochu
Obstergo Red Coat Conspiracy
1231
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Posted - 2014.03.14 00:26:00 -
[15] - Quote
Andrew Jester wrote:Do people just come up with this **** when they're drunk and think, "oh hey, wormholers will love this ****! I've never posted in this forum before because I obviously don't know that it's been suggested to death, but they'll ******* love it. And if they don't, they're wrong"?
Yes. It doesn't matter what you've accomplished, what you know, or anything. Nothing matters except the opinion of the guy that disagrees with you... I mean fact, not opinion. It's his fact, and yours is just a biased opinion and you were born wrong. Sorry, Andrew, it's a shame that you can't be right. It's a shame that I can't be right. I'm wrong, and you are wrong, but the other guy is correct because he has thought this idea through, and through his limited knowledgebase and ignorance finds ZERO flaw in this, his brilliant idea.
Wormholes are already generatable, OP. Although your commitment to your idea could be admired, the fact is that wormhole generators already exist. They are hardwired into the code and all you have to do is roll the hole to generate another. It's a perfect mechanic and with the exception of the occasional wobble, works splendidly.
Thanks for sharing though. CSM9 Candidate | Twitter: @autoritare | Gmail: [email protected] Campaign Thread: http://forums.eveonline.com/default.aspx?g=posts&t=325889 Wormhole Discussion: http://forums.eveonline.com/default.aspx?g=posts&t=326273 |
Bane Nucleus
Sky Fighters
1197
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Posted - 2014.03.14 00:35:00 -
[16] - Quote
Bane Nucleus wrote:While I like the idea of more wormholes, I don't think a player influenced approach is the way to go. Maybe CCP can allow the wormhole environment to produce more random connections to random wormholes. This would still allow more options as far as where to go, while still leaving the randomness of wormholes intact.
This guy has it right No trolling please |
Proclus Diadochu
Obstergo Red Coat Conspiracy
1231
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Posted - 2014.03.14 00:39:00 -
[17] - Quote
Bane Nucleus wrote:Bane Nucleus wrote:While I like the idea of more wormholes, I don't think a player influenced approach is the way to go. Maybe CCP can allow the wormhole environment to produce more random connections to random wormholes. This would still allow more options as far as where to go, while still leaving the randomness of wormholes intact. This guy has it right
It's called wandering wormholes, champ.
And... agreed. CSM9 Candidate | Twitter: @autoritare | Gmail: [email protected] Campaign Thread: http://forums.eveonline.com/default.aspx?g=posts&t=325889 Wormhole Discussion: http://forums.eveonline.com/default.aspx?g=posts&t=326273 |
Haseo Antares
Corollary Forest Fairytail.
74
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Posted - 2014.03.14 01:27:00 -
[18] - Quote
No.
I would however like to see a deployable structure that generates a pseudo WH and signature. It should look and act like a WH until someone attempts to activate it. Upon activation it will nuet, web, smartbomb, even ransom and trash talk its target (in local) until either it is destroyed or the target is dead or out of range.
No need to thank me, I have terrible ideas on a regular basis. I just had an uncontrollable urge to share that one. We currently have the world's greatest linguists and scientists trying to decode whatn++ you just said. |
krazyskillz
Danneskjold Shipping Chained Reactions
3
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Posted - 2014.03.14 03:13:00 -
[19] - Quote
Haseo Antares wrote:No.
I would however like to see a deployable structure that generates a pseudo WH and signature. It should look and act like a WH until someone attempts to activate it. Upon activation it will nuet, web, smartbomb, even ransom and trash talk its target (in local) until either it is destroyed or the target is dead or out of range.
No need to thank me, I have terrible ideas on a regular basis. I just had an uncontrollable urge to share that one.
^This is what WH space REALLY needs
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LtauSTinpoWErs
AQUILA INC Verge of Collapse
26
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Posted - 2014.03.14 04:32:00 -
[20] - Quote
I think what EVE really needs is a new ship called Icicle. It would go around selling ice cream to little kids around the solar systems.
It would be a specialized ship designed by the Prompt Delivery Corporation because lets be real, ice cream needs to be delivered yesterday.
Ship: Icicle Hull: Bantam (in faded light blue with ice cream images on the side)
Caldari Frigate bonuses (per skill level):
5% bonus to cargo capacity amount 5% bonus to ship agility
Role Bonus: Can fit Festival Launchers and use them without the need of firework ammo
Structure Hitpoints: 310 HP Cargo Capacity: 400 m3 Drone Capacity: 10 m3 Drone Bandwidth: 10 Mbit/sec Mass: 1,480,000 kg Volume: 20,000.0 m3 (2,500.0 m3 Packaged) Inertia Modifier: 4.1 x Armor Hitpoints: 260 HP Shield Capacity: 670 HP Shield recharge time: 550.00 s Capacitor Capacity: 450 GJ Recharge time: 200.00s Maximum Targeting Range: 20.00 km Max Locked Targets: 15 Signature Radius: 30 m Gravimetric Sensor Strength: 14 points Max Velocity: 320 m/s Ship Warp Speed 5.25 AU/s |
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Streya Jormagdnir
Alexylva Paradox
332
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Posted - 2014.03.14 04:51:00 -
[21] - Quote
Collapsing one's own static can be a great way to shift the chain around a little. And if your static leads to a system with a nice static of its own but it happens to have been a poor roll? Then roll your static's static (and so on and so forth) for extra edginess points. If anyone stops you along the way then you've got fun pew on your hands, either way it's a win/win.
I'm not even attempting to troll. A 100MN prop mod can be a great wormhole generator with some quick math and teamwork! I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
Adoris Nolen
Sama Guild
45
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Posted - 2014.03.14 05:59:00 -
[22] - Quote
Squelch wrote: (Unless you live in a C4/C4 it is impossible to have a dead end chain
C4 chain will always lead to k space via static or k162. Might be 10 deep but it always does unless choke point is collapsed. |
Quinn Corvez
Probe Patrol Awakened.
220
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Posted - 2014.03.14 07:54:00 -
[23] - Quote
Bane Nucleus wrote:While I like the idea of more wormholes, I don't think a player influenced approach is the way to go. Maybe CCP can allow the wormhole environment to produce more random connections to random wormholes. This would still allow more options as far as where to go, while still leaving the randomness of wormholes intact.
I disagree. IMO player created content is better than random mechanics. |
Zlorthishen
Blue-Fire
13
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Posted - 2014.03.14 07:54:00 -
[24] - Quote
Only BOB is able to open His Holey wormholes, and only He decides where they open to.
Your suggestion borders on blasphemy. Blue-Fire : Best Fire |
Glyndi
Doom Generation THE H0NEYBADGER
169
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Posted - 2014.03.14 08:39:00 -
[25] - Quote
Quinn Corvez wrote:Bane Nucleus wrote:While I like the idea of more wormholes, I don't think a player influenced approach is the way to go. Maybe CCP can allow the wormhole environment to produce more random connections to random wormholes. This would still allow more options as far as where to go, while still leaving the randomness of wormholes intact. I disagree. IMO player created content is better than random mechanics.
Players create content using those random mechanics, them being random adds to the excitement of logging in everyday. Opening and closing WH's via module on demand is a terrible idea. |
Rek Seven
Probe Patrol Awakened.
1411
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Posted - 2014.03.14 08:53:00 -
[26] - Quote
Glyndi wrote:Quinn Corvez wrote:Bane Nucleus wrote:While I like the idea of more wormholes, I don't think a player influenced approach is the way to go. Maybe CCP can allow the wormhole environment to produce more random connections to random wormholes. This would still allow more options as far as where to go, while still leaving the randomness of wormholes intact. I disagree. IMO player created content is better than random mechanics. Players create content using those random mechanics, them being random adds to the excitement of logging in everyday. Opening and closing WH's via module on demand is a terrible idea.
Isn't that essentially what we do when we collapse wormholes with mass?
+1 |
Glyndi
Doom Generation THE H0NEYBADGER
169
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Posted - 2014.03.14 09:16:00 -
[27] - Quote
Rek Seven wrote: Isn't that essentially what we do when we collapse wormholes with mass?
If you had a module that created a wormhole, the connection would still be random. All it would be doing is replicating the process of chain rolling in a way that is accessible to everyone.
Increasing the spawn rate of wondering wormholes would affect everyone in wormhole space, so much so that is could drive some people out.
How would increasing a random spawn be more harmful then a bunch of players opening WHs at their will which isn't random at all? Rolling the static already function in this way, why have a module that does the exact same thing.
In theory you could have one group rolling the static and another in the same hole opening up WHs with a module. Sounds like this would affect way more people because it's not random at all. |
Jay Joringer
Serene Vendetta
366
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Posted - 2014.03.14 09:29:00 -
[28] - Quote
Brilliant idea. You should also be able to load a script so that it can stabilise wormholes.
No?
I'll get my coat.
Always bet on stupid
http://smug-bastard.blogspot.co.uk
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Rek Seven
Probe Patrol Awakened.
1411
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Posted - 2014.03.14 09:32:00 -
[29] - Quote
Glyndi wrote:Rek Seven wrote: Isn't that essentially what we do when we collapse wormholes with mass?
If you had a module that created a wormhole, the connection would still be random. All it would be doing is replicating the process of chain rolling in a way that is accessible to everyone.
Increasing the spawn rate of wondering wormholes would affect everyone in wormhole space, so much so that is could drive some people out.
How would increasing a random spawn be more harmful then a bunch of players opening WHs at their will which isn't random at all? Rolling the static already function in this way, why have a module that does the exact same thing. In theory you could have one group rolling the static and another in the same hole opening up WHs with a module. Sounds like this would affect way more people because it's not random at all.
I guess it wouldn't be anymore harmful really.
Whether you roll a wormhole or use a module to create one, you would still be randomly connecting to another system.
Increasing wandering wormholes would be a pretty boring change IMO. If CCP introduce a wormhole generator, they would achieve the same goal but we would also have a new structure to attack and fight over and people would stop asking for duel static to be added to c4-c6 wormholes. +1 |
Lenroc Elisav
Future Corps Sleeper Social Club
8
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Posted - 2014.03.14 09:35:00 -
[30] - Quote
Damn some of your are the most entrenched SOBs I've seen. How about this twist to his idea:
New structure: "Mobile worm-hole sparkler"
Description: Mobile structures that allows the capsuleers to initiate the form-up of a new random worm-hole with-in the system. The worm-hole will have all the attributes and characteristics of a natural formed worm-hole (meaning for the slow ones out there that if it spawns a C5->C6 it will have the mass restrictions and life duration as a C5->C6 natural WH).
Attributes: -Needs anchoring level one -Has a 15 minutes anchoring time -Needs fuel in the form of strontium -Only one such structure allowed per star system -Cool down period 24 hours (after activation) after cool down it needs refueling. -During cool down the structure is invulnerable (again for the slow kittens you can't destroy it and deploy another fresh one) -Volume 500 m3
Why? For fun.
P.S. This was posted as a pure exercise and I don't care for it one way or the other and no, I didn't dug through a pile of muddy forum posts to see if this "gem" was proposed before. I'm wearing my hazmat suit so your **** flinging is pointless . |
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