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Eventy One
Magellan Exploration and Survey Phoenix Rising Alliance
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Posted - 2008.03.23 19:34:00 -
[31]
/signed /signed and /signed.
I like the idea of wormholes being like gates. Also how about hidden wormholes to area's only accessible by these gates, so you need to use astrometrics to find these regions.
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PieOmega
Black Watch Legionnaires
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Posted - 2008.03.23 20:30:00 -
[32]
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 -
[33]
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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Seiji Hannah
Death of Virtue Sex Panthers
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Posted - 2008.03.27 20:54:00 -
[34]
Edited by: Seiji Hannah on 27/03/2008 21:02:29 Edited by: Seiji Hannah on 27/03/2008 20:59:33 ./signed
There should also be a risk factor - as the wormhole is used it looses stability and the less stable it is the more chance that the ships jumping through it would recive damage and ofcourse if that means your ship dies during jump - so should your pod 
This should mean that keeping your find a secret is imperative, since you can only make use of it a sertain amount of times.
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Exyn
HonouredKnights Edge Of Sanity
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Posted - 2008.03.27 23:50:00 -
[35]
Good idea. It would encourage more pilots to go into an exploration career.
I don't know about the link to Jove Space though... ------------------------------------------------- U verspil tijd vertalen tekst naar Engels van Nederlands. Translate this text. |

Keith F
United Society Starfleet
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Posted - 2008.03.28 04:09:00 -
[36]
Stage 1 Player A runs around probing as usual, until one day he finds a research facility with a Report in it containing Worm hole location.(this report is tradable as it must be carried in hold of any ship going to that system to find said wormhole).
Player A, or Player B if traded/sold. Flies to said system ( usually in same sec status as report found and/or within same region or even constellation).
Player drops wormhole multi spec probe ie observatory probe with wormhole only selected and gets several possible locations. Player then warps to all points and deploys wormhole probe , Quest. As per normal probing until a hit and fine tunes his probes until a positive result.. ALL this relies on the report still being in his possession
Player then flies to this location and finds a Wormhole which is unstable until he deploys a TAGGED BEACON (this beacon has its own tag and is UN Bookmarkable) This beacon travels to the end of the Wormhole and anchors itself.
If a player flies thru this worm hole with out the TAG he is ejected randomly into unknown space. Ie gang is sent to several different locations truly random and must then explore their way back. with no way of ever finding said location again this jump also disables their jump drive ie not warpout able until they travel 1000 km out of the hole, making them useless.
Player carrying the TAG is sent to the end of the wormhole and can then deploy a FOW (fog of war) probe to find out what is in the system. Once done this probe generates another report (also tradable) and the TAG self detructs. This new report is linked to the FOW probe and is timed to destuct ie 14 days(Downtimes) from deployment. Player then warps away to probe some more/or place this item on maket and 2nd stage of this operation starts
Stage 2 Player A upon receipt of this new report flies to said system (with report in hold) and warps to said wormhole, he then deploys a small POG (player owned gate) and activates it. This POG charges up its batteries ie 5-10 mins and allows Player A in a cruiser sized ship to use wormhole safely POG cannot be deployed without said Report in the POG. any attempt to use wormhole results in random exit as before.
Player then actives POG and travels to other end where he can then deploys 2nd small POG .or (another spec object to disable the warp jammer and anchor this end of worm hole) once activated allows other members of gang/corp/alliance access to new system as it disables the 1000km warp disruptor in system as does the TAG/REPORT carried by the finder of this wormhole. Once both ends of wormhole are now stabilized the small POG can be upgraded to a MED by installing components and activating the upgrade this will give POG larger Batteries and can allow larger masses to travel thru ie BS. As POG will use battery power every jump dependant on size of ship and must recharge , again ie 5-10 mins, mass jumping will depend on size of ship small =10 frigs per cycle or 5 destroyers or 2 cruiser, 1indust (Miner hauler). Med = 50F, 10 Dest,5Cruiser, 2-3 ind,2 BS 1 Cap ship(rorg), Large 100xF,50D etc.
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Keith F
United Society Starfleet
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Posted - 2008.03.28 04:12:00 -
[37]
Stage 3 Depending on the type of system Large ,med small. It could be the same as all other un stationed systems random sec status with corresponding rats/ore and exploration types. Random planets with Moons (that can have towers for moon mining) Special Agents could also arrive with missions in that system.
Now the fun part.
Once a POG is constructed it starts the decay of the wormhole dependant on the activity carried out inside, giving maybe a 14 days of low volume mining for a small POG to 30 days with a large POG low volume use, to 7 day High impact Small POG - 15 days Large POG. At the end of which wormhole collapses and spits all contents(POS, Ships, defenses and CANS of Loot) to the POG. Which now can be disassembled and repackaged to its small status and re used.
The POG also has a force field and Password which stops other ships attacking and or using it (same as a POS) and can be defended the same way with guns etc, BUT is able to be hacked by non aggressive ships, ships attacking can be shot at BUT HACKING modules do not give aggression. Ships can fly to your POG but unless firing at it, it will not aggress.(0.0 located rules override) but cloaked covert ops ships with a fitted hack module can fly thru the force field and 1 at a time and start hacking. This act can send a warning and start a timer to allow defenses to begin. Ie a ship must come within 1 day to repair same as a POS once shield goes down as in a POS the POG goes reinforced and then disabled allowing new ownership by a hacking ship
As ships belonging to owner of POG and gang members can still use wormhole until its disabled/destruction/ removal, they can always abandon the site by removing anything they have there.
The attackers not even knowing what is in it or how long it will last until they start the finding process them selves by launching a FOW Probe in there themselves, Must 1st decide if its even worth killing its if its life may already be ending. and once they do get in the original owners still have time to remove all their equipment until POG is repaired to replace force field
WORMHOLES once detected and tagged cannot be refound
POGÆs once activated can only be Probed by Wormhole probes set to Structure. And then Fine tune Probes( used same as wormholes them self)
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Zaranya Amarr
Sentinels Of Justice Tactical Command
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Posted - 2008.03.29 05:16:00 -
[38]
Fantastic ideas, but I'm going to be boring and say that wormoles should be limited to connections just within 0.0. In addition they could be expected to stick around for months and months and the new routes would potentially shake things up in 0.0 for the alliances. They would be visible on the overview and map and not require anything special to activate and use them. This idea could at least be implemented fairly easily and just be a new tactical variable for the alliances who might suddenly have access to their opponent's front door.
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Anjinha
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Posted - 2008.03.31 11:27:00 -
[39]
Originally by: Gno Chalynn If a explorer found one of these worm holes, you could fit a cloaking probe to it and hide it from others. then get your corp/gang together and run an exploration/mining/ratting operation to this new system. The worm hole would last a week and then pop. The cloak could have a stability meter on it and when the worm hole starts to degrade it send out a ping on the condition. any ships still in the new system would know then to get out. If they did not they would get trapped.
FANTASTIC!!! you get the words out of my mouth.
Sometimes we need some privacy in this growing universe.
Industrialists' ideas for EVE
"We don't need Santa Claus... we need his factory"
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PieOmega
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Posted - 2008.04.05 12:21:00 -
[40]
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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Dillon Arklight
Shinra Shinra Alliance
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Posted - 2008.04.05 13:28:00 -
[41]
Id love to see exploration have a strategic PVP aspect to it and wormholes may provide the solution. Ideally they should be unstable so that they provide some fluidity to the map pathways and rare enough so that they do not become a regular feature. Their location could be displayed through corp anchored Beacons which can be configured to only show up to corp or alliance members.
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PieOmega
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Posted - 2008.05.05 12:15:00 -
[42]
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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Packa
Caldari Can Control THORN Alliance
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Posted - 2008.05.05 12:54:00 -
[43]
excellant ideas, ill post some of my edited ideas or add to them when i have time today, i look forward to reading the topic in depth :)
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Gowenehn
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Posted - 2008.05.06 01:12:00 -
[44]
flat out awesome.
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Lusulpher
Raddick Explorations Friend or Enemy
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Posted - 2008.05.06 03:07:00 -
[45]
Originally by: PieOmega 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.

No wormholes needed to find those aspects of a galaxy, CCP should just upgrade that in with the 2nd half of the Trinity graphics(space objects, Ambulation?).
The wormholes would be fun to find and stabilize, and make into an actual commodity. Find it and sell it to the locals. And imagine plotting to your alliance's 3 fueled/stabilized wormholes for PvP and hauling, or a nice escape route, instead of taking the legal and long paths like the underdeveloped players.
Balance them by making them expire after 30-60 days, definitely, that way you keep explorers on the payrolls to find the new one IF it is in your constellation...
Link them to lowsec and 0.0, it needs a boost anyway, ofc, lowsec near hisec for the incentive to control and explore them. True owners should be able to sell on market, passcards to allow the truly charismatic industrialist be able to go thru if he dares it.
Your exit should be a random spawn point in the new system, nice chance to escape lowsec camps that will be there... Live and Let Die...All of it...null |

PieOmega
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Posted - 2008.05.06 08:02:00 -
[46]
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 -
[47]
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 -
[48]
*Prod*
Nothing new to add ... for now 
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PieOmega
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Posted - 2008.08.22 21:57:00 -
[49]
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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