
Albert Spear
Non scholae sed vitae
65
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Posted - 2015.07.13 13:13:22 -
[1] - Quote
Random thoughts on gates.
1) Gates should come in a range of sizes, that have limits on mass/distance projection. The larger the gate (or the more projection modules fitted in a gate) the more fuel it uses and the more mass it can project or it can project the same amount of mass a longer distance
2) Gates should be able to either shotgun into a system -OR- be paired with another gate to create a route between the 2 locations. Tuning the gate to a different "partner" gate or a different system should take time and there should be modules available to lower that time.
3) "Mr Wizard" deployables should be available to jump back to the gate you left, they should match ship sizes and be a dropable item, so if your ship is killed, the deployable could drop, giving the person who retrieves it access - 1 time - thru your gate. (if you don't understand the reference to Mr. Wizard, you don't watch enough old cartoons). The deployable self destructs on use.
4) Gates should have logs that the owner can access, and they should have tolls based on standings.
5) Larger gates should take more time to deploy in a system - and that time should go down depending on Sov status in Nul
6) Gates should take time to de-activate after the fuel runs out, leaving a window of time when someone can sneak in
7) If you have a Mr. Wizard deployable, even if the gate is inactive, you can use it 1 time to come home.
8) T1, T2, and Faction versions may be available - rather than mess with specifics of the capabilities - mess with the fuel use rates, and number of slots available to configure them.
9) Size small gates should be deployable from a hauler and should have very low mass/distance limits if most of the slots are not used for upgrading this capability (e.g. you want to move stuff, then you have no room for defense or offensive modules). Fuel space should be the final barrier to limit the mass/distance of the gate.
10) A single use deployable for "getting out of dodge" on a random jump should be considered - sized to the ship (e.g. Frigates use a small, battleships a large).
11) Skills should be added for gate skills to the skill tree.
Again this is random thoughts have read some really great posts here and thinking about how I might want to use gates. Your milage will vary. Tactical considerations and balance have been ignored in this post for the sake of throwing ideas against the wall. |