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Commander Rice
CAD Inc. Executive Outcomes
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Posted - 2006.12.29 06:27:00 -
[1]
Lets face it...the new jump to 0 thing makes it easy. VERY easy yo get from point a to point b safely, and even though we have our friends the interdictors, all it takes is a fast enough frigate and you're home free.
Here's the idea:
Make it possible to disable Jump gates.
possible ways to do it:
1) a special module that allows you to disable them after a set amount of time (say 5 mintues)
2) massive damage, semi perminently damaging the gate. Someone with special skills has to come through later to fix it or it will never work again.
3) sovereignty. you can set who can and can;t go through the gates or can turn them on and off when a hostile decides to jump in.
counters
1) repair equipment incase your fleet gets cornered and is takign hits.
2) if you have a higher skill at operatign the gates then you can re enable an enemy's disablement.
3) kill the guy who disabled them and boom, they're up and running again
Still plenty of holes in the idea I'm sure....but anyone have suggestions, comments? --------------------------------------- |Now with ricy goodness in every bite!| --------------------------------------- |

EPSILON DELTA
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Posted - 2006.12.29 06:31:00 -
[2]
And how does someone repair it if he can't get to the gate? if gate is disabled at both sides, what's the point of camping it? if you are hoping to catch warp to 0km stuck at disabled gate, what if they found you have a camp there through scanner?
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Commander Rice
CAD Inc. Executive Outcomes
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Posted - 2006.12.29 06:36:00 -
[3]
I'm saying disable someone from jumping out. Not necessarily in
So if a fleet finds them self in a system with another enemy fleet and wants to escape for whatever reason, then of course they shoudl have to send a scout to see if the gate is operational. So this in effect adds another logistical position to fleets, repair man, who is dedicated to making sure the fleet can move on.
Also look at it this way...if ou know that there is an inbound fleet and where they're coming through then its a simple task to slow them down and get more time to assemble on the other side of the gate and take them by surprise. --------------------------------------- |Now with ricy goodness in every bite!| --------------------------------------- |

Kilostream
Caldari Roving Guns Inc.
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Posted - 2006.12.29 12:59:00 -
[4]
We have warp to 0km now - big deal, we had it anyway with bookmarks.
In "your" space you will get n00bs exploring in n00b ships and shuttles - yeah maybe they are harder to catch, but as you say you have tools such as bubbles and 'dictors to utilise in that respect.
As for organised enemies that actually pose a threat to "your" space - warp to 0km has MADE NO DIFFERENCE - they would have had full sets of instas for your space, and if they didn't, they'd have gone and bought them.
And if you still persist with the notion that warp to 0 has somehow put you at a disadvantage, then get off your sorry arse and go invade some enemy space where your perceived disadvantage becomes your advantage!!
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2006.12.29 13:02:00 -
[5]
I'd like to idea of sending them into the wormhole they're prolonging, getting rid of them alltogether, especially the smuggler gates.
Ourselves Alone |

James Duar
Merch Industrial
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Posted - 2006.12.29 13:15:00 -
[6]
You know this is actually an interesting idea but certainly not for the reasons the OP stated.
It would be interesting if in say, systems with outposts, the owners of the outpost could shutdown the local stargates to prevent outgoing jumps.
To do this, they'd issue a shutdown key from the station, which has to be physically flown to the gate. After some period of time like 5-10 minutes, the gate becomes "Stargate (XXX-XX) [disabled]" on the overview from everywhere in the system, and "Stargate (XXX-XX) [outbound only]" on overviews in neighbouring systems.
Thus ships can jump in, so invaders can still invade, but continuous traffic exchange becomes impossible. As a corrolary, an invading force would be able to use Hacking modules to reactivate a gate over an appropriate amount of time (say past 6-12 hours) after a short hack to implant a gate control virus (5-10 minutes).
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Reggie Stoneloader
eXceed Inc. Ascendant Frontier
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Posted - 2006.12.30 04:17:00 -
[7]
Sounds good to me. More tactical considerations beyond, "Outnumber, outspend and gank, gank, gank" would be welcome. -------------- Civis Ascendant Sum |

James Duar
Merch Industrial
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Posted - 2006.12.30 05:09:00 -
[8]
It could certainly lead to some interesting new deployments of outposts. Since they'd give you gate control, strategic outpost deployment and control could play a much bigger role in defending space.
There would certainly have to be a means to override stargate shutdown to prevent people permanently cordoning of space without actively and aggressively defending outposts which are keeping gates shutdown.
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Kilostream
Caldari Roving Guns Inc.
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Posted - 2006.12.30 12:14:00 -
[9]
James,
I think there is something a little bit like this in place already - I could be wrong, but my understanding is that if you have a certain number of outposts in a given constellation, then stargates in the affected area will have empire-style sentries that are controllable by the organisation that maintains those outposts.
This has no effect on who can or cannot utilise those stargates, but the defending forces have a 'home advantage' that comes in reward for the colossal investment thay have made not only in constructing multiple outposts, but in constructing and maintaining the intricate P.O.S. network required to even make constructing an outpost possible in the first place.
This represents a few hundreds of billions of isk, not to mention player-hours invested and I think controllable gate sentries are a just reward for that achievement (still not an 'I win' button, as sentries can be tanked, of course).
But like I said I could be wrong, as all this I have been told, not actually read it anywhere - if anyone knows of a linky to this subject I'd be grateful to see it!!
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Reggie Stoneloader
eXceed Inc. Ascendant Frontier
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Posted - 2006.12.30 14:26:00 -
[10]
That is not the case. The only sentries at 0.0 gates are people in ships. -------------- Civis Ascendant Sum |

Dotar Sojat
Reality Check
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Posted - 2006.12.30 14:46:00 -
[11]
At one time there was talk of allowing Corps or Alliances that control the region to anchor their own sentry guns to gaurd the territory, this would have been pretty cool.
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