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PieOmega
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Posted - 2007.12.28 19:03:00 -
[1]
I'd like to see Wormholes introduced as Exploration content, as a random and temporary route to other systems. Wormhole features :
*Detectable via the exploration system of probing. *Temporary, timing out as other passive exploration sites do. *Links to another random system, generated when the site is found, *Useable by all ships that can use a Stargate, perhaps at a skill cost.
The initial introduction of basic wormholes could be supplimented by further features such as :
*Player Owned Gates, big, expensive, skill heavy, perhaps fuelled, with a forcefield and defences. *Uncharted Systems, initially Wormhole linked only, all system features to be discovered upon arrival. Provides additional space in the universe too. *The Link to Jove Space. *Any other ideas ?
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PieOmega
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Posted - 2008.01.01 01:56:00 -
[2]
I would imagine these to be introduced in stages, perhaps:
1* Wormholes themselves 2* Player Owned Gates for the wormholes 3* Uncharted systems
allowing for suitable play testing time in between
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PieOmega
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Posted - 2008.01.03 00:20:00 -
[3]
Edited by: PieOmega on 03/01/2008 00:20:41 *Wormhole Balance*
I think that the Wormholes should definatly be temporary, but exactly how long one should last I am unsure, probably something in the range of a few days to a fortnight.
The Wormholes should be entirely random, and therefore it would be possible to travel the length of the Universe if you were very lucky ...
I am concerned that they should not 'unbalance' things too much, and I think that making such travel semi-permanent at the outset might well do just that (think sudden new route deep into enemy space, pros and cons)
I liked the OP's idea of a device to hide the Cosmic Signature, but I think the signal strength should be really low anyway.
*Player Owned Gate Balance*
In order to balance the Player Owned Gate system I believe that the fuel required to run the Gate link should depend upon the distance it stretches across, possibly with a square or cubic factor built in, so that running a longer link becomes much more expensive and difficult to maintain.
Perhaps Gates should also appear on the Map and the Overview, maybe with a different symbol to indicate the gate's nature. They are BIG.
If they are made lockable, then it should be possible to break in, but with a low success rate. This should register as an act of aggression, perhaps triggering the defences that you have installed ...
Or, POG installations might have a forcefield like a POS, which needs attacking directly and destroying, before an enemy can access the Wormhole Link. Of course, destroying the POG would make the Wormhole unstable again, so it would time out as usual.
The OP's idea of a dedicated POG ship or module is interesting, a siege mode to run a POG link perhaps, or a dedicated launching ship? I had invisiged simply launching it from a hauler, like any other structure, anchoring and onlining it in a similar way to the POS we have already.
*Uncharted Systems Balance*
An Uncharted system would need to have a higher chance of a Wormhole Link spawning, perhaps as high as 100% so at least one link is always present, UNLESS a POG already exists. Then the spawn chance should be the same as for a Charted system. This would reduce the Private System using Cyno fields only scenario.
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PieOmega
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Posted - 2008.01.06 21:34:00 -
[4]
Nice to see another POG post.
Linkage
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PieOmega
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Posted - 2008.01.11 23:33:00 -
[5]
I saw this News Item :
Last Transmission
" ... searching within the area for solar anomalies and uncharted nebulai."
Could this be new systems? Maybe they fell down a wormhole ... 
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PieOmega
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Posted - 2008.01.13 15:28:00 -
[6]
Excellent idea from the last poster, to use wormholes as the travel system for escalations.
Many of us have found an exploration site, and achieved an escalation or two, only to have the route travel through an impossible system - always gatecamped or terminally busy.
Wormholes would provide the ideal solution here, timing out when the site is completed as usual, avoiding any possible balancing problems.
And, from a Role Playing point of view, the NPC pirates are not going to use normal travel routes - they would have their own 'secret ways' to get between systems - Concord or the faction police would surely pop them at any patrolled stargate.
* Wormholes for Escalation travel routes. * Provides speedy movement to the next stage. * Times out on completion of the site. * Gives an extra level of realism and excitement.
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PieOmega
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Posted - 2008.02.10 13:38:00 -
[7]
Nice to see some more ideas along this theme:
Linkage
and
Linkage

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PieOmega
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Posted - 2008.02.17 11:44:00 -
[8]
Another related topic :
Linkage
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.23 15:30:00 -
[9]
I've literally just discovered the ideal graphic for a wormhole - already ingame - it's called 'LCO Spatial Rift'
Well that sais 'Wormhole' to me All we need is the rest of the code ...
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.23 20:30:00 -
[10]
Definatly some nice ideas there - It's all about balance -
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.27 20:09:00 -
[11]
Having just read a post including something about Boosters and current smuggling mechanics, I've edited the initial post to include this as a possibility.
As Wormholes would not be guarded by Customs Officials, they would make an ideal smuggling route for the delivery of Illegal Goods into High Security space.
The Market would not become flooded, as Wormholes are random and rare, but some access would be available to enable the dedicated smuggler to go about his business.
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PieOmega
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Posted - 2008.04.05 12:21:00 -
[12]
Again, prompted by another post ...
Where are the Stellar Oddities? By these I mean :
Double Binaries Supernovae Black Holes Neutron Stars Quasars Empty systems (with NO star)
I can understand that these systems might be *dangerous* to colonise, so might not be inhabited by NPCs, and indeed may not even have Stargates constructed to them. But surely they would still exist?
Perhaps Wormholes could provide a route to discover these uninhabited systems.

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PieOmega
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Posted - 2008.05.05 12:15:00 -
[13]
Nice to see some new posts on the same lines as this one:
Corp Owned Stargates
Figured it was time to promote this idea again 
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PieOmega
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Posted - 2008.05.06 08:02:00 -
[14]
Perhaps the Player Owned Gates should not be refuelable - I mean, they need fuel to operate, but once switched on you cannot add any more fuel, so the gate only operates for a limited time. This also depends upon the link's distance, a longer link uses the fuel faster, so lasts for a shorter time, maybe from a couple of weeks to a couple of months. I think this adds a degree of balance, forcing the gates to shut down and allowing the wormholes to expire, as they would if the gate had not been anchored and powered up in the first place.
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PieOmega
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Posted - 2008.05.14 04:49:00 -
[15]
A lot of interesting ideas about Player Ownes Stargates coming out in this thread:
Corp Owned Stargates
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PieOmega
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Posted - 2008.06.08 23:23:00 -
[16]
*Prod*
Nothing new to add ... for now 
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PieOmega
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Posted - 2008.08.22 21:57:00 -
[17]
As there have been some more recent variations on the exploration and wormholes topic, I'll dig this one up again 
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