
Johnster
Caldari Resurrection Skunk-Works
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Posted - 2009.02.11 08:10:00 -
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Edited by: Johnster on 11/02/2009 08:14:41
Originally by: Trebor Daehdoow
Originally by: Kessiaan I have refined my idea further, based on this devblog. I don't expect this to actually be possible, but, I'd still like to know how something like this would be prevented (or if I should start recruiting people for my hairbrained scheme)
Originally by: Zilli Zilp Now, if there are 2-way wormholes you just jump forth and back often enough between 'your' wormhole system and the other eve-system until the wormhole despawns.
The more I think about the current as-described mechanic, the more I think it's an "I Win" button for large alliances.
Consider: once you get a POS anchored in a W system, it will be very difficult to dislodge. In order to take it down, your enemies must find a wormhole connection to it that is large enough to permit them to bring in a fleet sufficient to take down the POS.
However, the situation is asymmetric; the POS owners, using their alts stationed in the system, will simply do regular scans for wormholes. These will roughly sort into several categories:
1) Wormholes big enough to allow enough tonnage in to be a threat to the POS, and which connect to an area controlled by an enemy that might mount an attack. These will be quickly "used up" until their remaining mass limit renders an attack futile, then either closed by the same technique, or left open as bait, guaranteeing overwhelming superiority against any gang foolish enough to enter.
2) Wormholes that link to friendly space. These will be used for logistics, and in particular, reinforcing the POS. After a certain point, the POS will be sufficiently strong that it simply can't be taken down, because the forces needed to do so won't fit through the largest possible wormhole.
3) Wormholes that link to Empire/Lowsec will be used to get the goodies out, and supply newbie meat to the grinder.
The point is that larger alliances, because they control more systems, are more likely to get enough type-2 wormholes (which, after the initial once, can be small) to make the POS invulnerable before a rival will get a wormhole that lets them take down the POS. Also, during the construction period, they can rapidly cycle the wormholes until they get one they like, whereas their opponents must get lucky and find a big wormhole and assemble an attack fleet and get through before the W-space residents close it.
Furthermore, even if the system doesn't have a local fuel source, the ability to cycle the wormholes makes this at most an inconvenience.
As the system is currently described, the likely final stability point will be heavily deathstar'd W-space systems controlled by the large alliances.
So, what can be done to avoid this, or at least slow it down?
One possibility might be a mechanic where ships of a certain mass or greater have a very good chance of causing the wormhole to destabilize and send them to a random system; a group-jump system could be used to jump an entire gang at once, combining their masses, so that people don't get split up.
But even that only slows things down, because for the larger alliances, it will be worth it to send "blind" seeding expeditions through wormholes with everything needed to set up a POS, even if the chance is 100% you'll go to a random system. In the early days, since almost all of them will be unclaimed, it will be a good bet. Once you've got the POS up and some people in the system, you will be able to rapidly link back to your logistical support.
Short of not allowing POS in W-space, I don't see an obvious solution.
We really need a new anchorable structure to make the wormholes stable. Similar mechanics to an outpost that can not be destroyed, but can be captured (sovrenity mechanics apply also). These would need to be expensive, and like a normal jumpgate allow anyone through, not just friendly players. It would also be really cool if the new structure added the stable wormhole to alliance/blue players overviews (like a normal gate). |