
Kaeldjin Zendergrim
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Posted - 2009.01.27 13:02:00 -
[1]
Problem I see Timer and mass limits seems a bit bulky features as is, and redundant... like other posters hinted (clansworth's stability idea for instance), there are more elegant possibilities to jugulate the flow/output of a (unstable) wormhole.
Possible workaround/solution Along both the initial design idea and abit of pseudo-science : we could assume an unstable wormhole is failing/crushing on itself (aka degrading with time on its own). 
In "game" terms : instability (in kg/s), a measure of initial allowed mass declining with each (time) tick passing.
Thus, since the wormhole constantly decay, your window of opportunity for leaving the W-System through that same entrance is slowly pouring down as long as you stay in (risk vs reward anyone?)... Truly I like how "being pushed by clock" boosts on the already existing rush of adrenaline of unknown space (wrong decision making, pressure, hastiness... ).
Final estimated countdown available on close inspection or probing (or whatever new skill will yield intricate knowledge of wormhole stuffs to our characters), calculations made by onboard comp.
Foreseen advantages No more stranded wormholes with big timer left and too-low mass to be "usable" (by anything barring a couple pods ).
You could even try to haste its closing down by jumping in and out (like confirmed by devs, that "mechanic" not changing), or just watch/guard it as goes off naturally.
More "urgency" between the discovery/exploration and the "proper" use of it.
Spying mini-game As a natural process the decay is predictable, thus allowing people to check from time to time if anything went through since last check (decay hopping down for those who'll notice).
An indication of mass that went trough could be then manually done for those willing to.
I'm not sure if devs answered or hinted about cloaked ships going through worm-travel and staying cloaked, or about post-travel auto-cloak, or even visual clue of a "jump" (sip-in?) for that matter.
Optional fireworks The final "shutdown" of a wormhole could even be potentially harmful (both sides? last entry-point? last exit-point?)... something similat to a bomb? ...or when instability means instability (like any kiddo playing with the fabric of the universe would know very well by now ).
The bigger the initial mass, the more dangerous the final showdown to bypassers. Yeah I must admit, boom after a countdown is neat. 
Local support I'm all for new "logistic platforms" to anchor in space, small in size but providing a limited reprocessing and manufacturing unit, with a cargo the size of a huge container. Actually I could envision it as a form of enhanced container. 
On the other end of logistics, I'm not a fan of local channel as it is in non-empire space... seeing it replaced by multiple systems, something like :
- enhanced scanning system
- onboard scanner able to link with CONCORD in high and low sec to provide up-to-date intel on the state of the solar system and its spacedwellers (local channel count and details indeed).
- anchorable lookout towers in non-empire.
- hackable stargate network (local, constellation, jump ranges, region depending on skills) to provide intel on demand (for a while).
- delayed local would be a realy good step in the right direction IMO.
Hurray to the devs! Playing the game in and out since 2005, this year will be awesome for EvE, thanks guy, keep up the good work.  |