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Wu Jiaqiu
Heretic Army Heretic Nation
2
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Posted - 2012.04.19 20:40:00 -
[1] - Quote
In the event of a war, you'd assume thats the first ******* thing you do to stop your enemy from attacking. Who operates the jump gates in caspsuleer owned null sec? Why cant gates be shut down? Where is the lore behind this? |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
607
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Posted - 2012.04.19 20:42:00 -
[2] - Quote
b/c the coding it complex to allow that mechanic and CCP hasn't gotten around to it yet. This has been much discussed by pods in F&I as well as devs. The desire is there, but not yet the will.
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Wu Jiaqiu
Heretic Army Heretic Nation
2
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Posted - 2012.04.19 20:51:00 -
[3] - Quote
Gogela wrote:b/c the coding is complex to allow that mechanic and CCP hasn't gotten around to it yet. This has been much discussed by pods in F&I as well as devs. The desire is there, but not yet the will.
But lets say in the Gallente and Caldari war....why couldnt thy both simply shut down their gates to stop hostile ships from jumping through? The Caldari had to fire ECM at a gate......so....why not simply have marines storm the gate and shut it down? |

Lord Dravius
Imperial Academy Amarr Empire
2
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Posted - 2012.04.19 20:51:00 -
[4] - Quote
Wu Jiaqiu wrote:In the event of a war, you'd assume thats the first ******* thing you do to stop your enemy from attacking. Who operates the jump gates in caspsuleer owned null sec? Why cant gates be shut down? Where is the lore behind this? Because that would make it impossible for them to be attacked. Sovereignty is supposed to be fought over. |

Sentinel Smith
Center for Advanced Studies Gallente Federation
32
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Posted - 2012.04.19 20:55:00 -
[5] - Quote
I believe gates are operated by Concord. Even in nullsec if you hit one it pisses them off [ though not enough to make them venture down to pawn your ass..
Reminds me of Babylon 5.
All gates operate the same way, they can't be shut down, and you wouldn't dare destroy them because of their value.
I'm sure some lore could be that the gates function, OS, is Jove. No empire knows enough on how to control them.. They can build them, in their own ways, but are still stuck using the original code/mechanics that they can't control.. But who knows.. |

Sentient Blade
Walk It Off Imperial Ascension
356
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Posted - 2012.04.19 20:57:00 -
[6] - Quote
You have to have suspension of disbelief for the sake of balance. Otherwise people would upgrade their null systems to level 5 and then blow the bejesus out of the gates, leaving them immune to all but a rogue lighting a cyno. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
607
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Posted - 2012.04.19 20:57:00 -
[7] - Quote
Lord Dravius wrote:Wu Jiaqiu wrote:In the event of a war, you'd assume thats the first ******* thing you do to stop your enemy from attacking. Who operates the jump gates in caspsuleer owned null sec? Why cant gates be shut down? Where is the lore behind this? Because that would make it impossible for them to be attacked. Sovereignty is supposed to be fought over. As a footnote, the idea that's been tossed around in F&I generally goes like this: Players receive stargate control through sov and can do one of 3 things: 1) Nothing: Gate operates normally 2) restrict access based on sov standings or some other finer criteria (much debated) 3) shut the gate down. The counter is that other players can use hacking to override the gate for some period of time and similarly alter it's behavior.
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Graic Gabtar
The Lemon Party
136
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Posted - 2012.04.19 21:00:00 -
[8] - Quote
Sentient Blade wrote:...leaving them immune to all but a rogue lighting a cyno. It would be like someone poking a stick into a gooey termite mound of deep space care bears I would imagine. EVE shall be purged by fire - please Gods let them ALL burn in Jita. |

Roll Sizzle Beef
Space Mutiny
252
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Posted - 2012.04.19 21:03:00 -
[9] - Quote
Best left to DUST boarding, hacking and controlling inside the gate, maybe along with capsulars in about two years down the road when its better integrated with EVE. Overall, gates have worked well enough for now these past 9 years, you can and will wait longer. |

Wu Jiaqiu
Heretic Army Heretic Nation
2
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Posted - 2012.04.19 21:04:00 -
[10] - Quote
Sentinel Smith wrote:I believe gates are operated by Concord. Even in nullsec if you hit one it pisses them off [ though not enough to make them venture down to pawn your ass..
Reminds me of Babylon 5.
All gates operate the same way, they can't be shut down, and you wouldn't dare destroy them because of their value.
I'm sure some lore could be that the gates function, OS, is Jove. No empire knows enough on how to control them.. They can build them, in their own ways, but are still stuck using the original code/mechanics that they can't control.. But who knows..
But is CONCORD such a powerful entity that not even one of the four major factions can't do something like storm soldiers into the gates to stop it? And if it is Jovian....why the different designs? Would each empire designed something fancy gate looking around a jovian structure that was in place before they were there? wtf. |
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Sentinel Smith
Center for Advanced Studies Gallente Federation
32
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Posted - 2012.04.19 21:27:00 -
[11] - Quote
Wu Jiaqiu wrote:But is CONCORD such a powerful entity that not even one of the four major factions can't do something like storm soldiers into the gates to stop it? And if it is Jovian....why the different designs? Would each empire designed something fancy gate looking around a jovian structure that was in place before they were there? wtf. Just because the Mechanics of it might be Jove, doesn't mean the final product has to be..
Think of a computer Processor.. You can get 50 laptops that all do the same thing, have the same internal part, but are each of a different design.. I mean clearly the gates are manufactured by the Empires, but that doesn't mean that the core parts aren't from someone else..
I remember seeing something about one thing the Jove do is try to keep races on par.. avoiding one with an unfair advantage.. Would make sense that they would share Jumpgate tech if one of the empires discovered it.. or if it was theirs to begin with to keep the empires exploring their own ways, and not staying close to them.. |

Aiwha
101st Space Marine Force Nulli Secunda
315
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Posted - 2012.04.19 21:28:00 -
[12] - Quote
Because it was a very broken mechanic? Regards,
LCpl. Aiwha-á Senior Recruiter |

MastaKari
Federal Navy Academy Gallente Federation
0
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Posted - 2012.04.19 21:33:00 -
[13] - Quote
ok i don't live in nullsec though i have ventured there in roams. but just going to throw this idea out there, as it pop into my head when someone mentioned Babylon 5. The gates in B5 could be shut down, but it took ages. So you could give the gates in null the ability to be turned off by the sov holder, but takes like 3-4 days to turn it off then an equal amount of time to turn back on before it can be used again. So it can't be used as a last stand measure, but has to be thought about more tactically?
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Tikktokk Tokkzikk
Glorious Revolution The 99 Percent
76
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Posted - 2012.04.19 21:36:00 -
[14] - Quote
Lord Dravius wrote:Wu Jiaqiu wrote:In the event of a war, you'd assume thats the first ******* thing you do to stop your enemy from attacking. Who operates the jump gates in caspsuleer owned null sec? Why cant gates be shut down? Where is the lore behind this? Because that would make it impossible for them to be attacked. Sovereignty is supposed to be fought over.
Oh? I would you would have to disable the gate from the "outside" to be able to stop incoming traveling, no? (Dust bunnies fighting over gate control, anyone?)
Disclaimer: I do not in any way support that dust bunnies should be able to affect the Eve Online universe in any way. My comment about Dust bunnies and control over stargates was a joke and should not be taken seriously. |

Nylith Empyreal
Federal Navy Academy Gallente Federation
94
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Posted - 2012.04.19 22:05:00 -
[15] - Quote
Well if then, perhaps we can finally warp directly to systems, and it wouldn't have say a uniformed route and it would be a bit of a logistics pita to indulge in, and on the same token give an alternative to lighting cynos, just a thought. -á |

O'Sheagada
Blue Republic RvB - BLUE Republic
0
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Posted - 2012.04.19 22:11:00 -
[16] - Quote
I thought it was similar to "eve gate" or whatever this Lore's entry gate was called. No person or race (to our knowledge) has the technology or know how of the gates operation, thus, it just works and no one skrews with it |

Fredfredbug4
Kings of Kill EVE Animal Control
204
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Posted - 2012.04.19 22:21:00 -
[17] - Quote
Unless shutting down gates only worked for a really short time, say 15 minutes to allow reinforcements to arrive or to evacuate as many assets as possible (intentionally set so that you could only evacuate a few valuables) then I guess it would be a cool idea.
But if it's more than 30 minutes it would be a little broken. |

JitaPriceChecker2
State War Academy Caldari State
95
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Posted - 2012.04.19 22:28:00 -
[18] - Quote
Then how invaders are suppose to attack if they cant get into system.
Op is dense.
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Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
610
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Posted - 2012.04.19 22:34:00 -
[19] - Quote
JitaPriceChecker2 wrote:Then how invaders are suppose to attack if they cant get into system.
Op is dense. Hack the gate, or find a WH + use a cyno?
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Micheal Dietrich
Standards and Practices
308
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Posted - 2012.04.19 22:35:00 -
[20] - Quote
Screw a time limit, I'm a go find me 5 adjacent lots and shut down the traffic lanes leaving those 5, then I can play Eve: Dietrich edition and have my own little verse
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Trading Unknown
Republic University Minmatar Republic
11
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Posted - 2012.04.19 23:40:00 -
[21] - Quote
Gogela wrote:JitaPriceChecker2 wrote:Then how invaders are suppose to attack if they cant get into system.
Op is dense. Hack the gate, or find a WH + use a cyno?
There's no point in shutting it down if you can just pop it open whenever you want (let's assume gate hacking doesn't take a tremendous amount of SP or time). You might effectively stop a solo or a small group without a hacker, but for large fleets, it's as if the gate was never locked down, making the mechanic a pointless consideration for both the defenders and aggressors.
If you put gate hacking at the end of a long skill training queue, few people will take it (mostly when demanded, I'd imagine), but large fleets will always have gate hackers, meaning shutting the gate down is only effective for unprepared gangs; but any gang wanting to enter your space will assume gates will be locked and will look for a hacker proactively, meaning locking gates down is pointless.
Making gate hacking take a significant amount of time (10+ min) will just serve to bore us, and really doesn't add much to the strategic game. If gate hacking took too much time, FCs would just send small squads out to preemptively hack it, meaning it would be as if the gate were never shut down once the fleet arrives.
Balancing this mechanic in regards to the topology of all of nullsec is also a headache, as I'm assuming jump bridges would give defenders a significant advantage -- something they probably don't need considering they're already at advantage being on home turf (everyone has their stuff there, POS presence, etc.)
Instead of shutting gates down, I wouldn't mind being able to put anchorable guns at them with a requisite I-hub upgrade. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
612
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Posted - 2012.04.19 23:48:00 -
[22] - Quote
Trading Unknown wrote:Gogela wrote:JitaPriceChecker2 wrote:Then how invaders are suppose to attack if they cant get into system.
Op is dense. Hack the gate, or find a WH + use a cyno? There's no point in shutting it down if you can just pop it open whenever you want (let's assume gate hacking doesn't take a tremendous amount of SP or time). You might effectively stop a solo or a small group without a hacker, but for large fleets, it's as if the gate was never locked down, making the mechanic a pointless consideration for both the defenders and aggressors. If you put gate hacking at the end of a long skill training queue, few people will take it (mostly when demanded, I'd imagine), but large fleets will always have gate hackers, meaning shutting the gate down is only effective for unprepared gangs; but any gang wanting to enter your space will assume gates will be locked and will look for a hacker proactively, meaning locking gates down is pointless. Making gate hacking take a significant amount of time (10+ min) will just serve to bore us, and really doesn't add much to the strategic game. If gate hacking took too much time, FCs would just send small squads out to preemptively hack it, meaning it would be as if the gate were never shut down once the fleet arrives. Balancing this mechanic in regards to the topology of all of nullsec is also a headache, as I'm assuming jump bridges would give defenders a significant advantage -- something they probably don't need considering they're already at advantage being on home turf (everyone has their stuff there, POS presence, etc.) Instead of shutting gates down, I wouldn't mind being able to put anchorable guns at them with a requisite I-hub upgrade. I like this suggestion a lot ^
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Fortune Taker
12
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Posted - 2012.04.20 00:17:00 -
[23] - Quote
One does not simply shut down a Stargate, it takes weeks of planning, and the shutdown procedure is quite long. This assumes that someone would want to turn it back on, which is an undertaking in of itself.
You could just pull the power, but then you would need to build two new matched Stargates as the wiring burned off in the others because the failsafes in place suddenly lost power.
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Diablo Ex
Pro Synergy ACE WRECKING COMPANY
8
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Posted - 2012.04.20 01:30:00 -
[24] - Quote
Knowing a bit of EvE Lore... When the settlers first came to New Eden, it literally took years to travel between systems at conventional Micro Warp speeds. The Jove Empire "gifted" these newcomers with the technology to build Jump Gates, which are massive grav generators that are designed to stabilize wormholes. As the Factions explored their regions of space, they built a network of these Jump Gates as they went by placing these structures at wormholes that were fairly short in distance. The Jump Gate is limited in it's ability to stabilize a wormhole only by the distance that the wormhole spans. That limit is about 5 lightyears ( Equal to Jump Freighter range).
The BIG PROBLEM with shutting off Jump Gates is that doing so removes the stabilizing Grav effects and immediately Destabilizes the Wormhole. And as we all know, it's anyones guess as to when the next natural wormhole spawn a link to the two systems once again, and be stable enough for another Jump Gate to be anchored. PRO SYNERGY - We salvage and process the loot, and pay YOU for it. Proven methodology, quick payout, great attitude. We'll do the hard work, you just keep missioning!!!-á - join game channel "Pro Synergy" for details. |

Trading Unknown
Republic University Minmatar Republic
11
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Posted - 2012.04.20 01:38:00 -
[25] - Quote
Diablo Ex wrote:Knowing a bit of EvE Lore... When the settlers first came to New Eden, it literally took years to travel between systems at conventional Micro Warp speeds. The Jove Empire "gifted" these newcomers with the technology to build Jump Gates, which are massive grav generators that are designed to stabilize wormholes. As the Factions explored their regions of space, they built a network of these Jump Gates as they went by placing these structures at wormholes that were fairly short in distance. The Jump Gate is limited in it's ability to stabilize a wormhole only by the distance that the wormhole spans. That limit is about 5 lightyears ( Equal to Jump Freighter range).
The BIG PROBLEM with shutting off Jump Gates is that doing so removes the stabilizing Grav effects and immediately Destabilizes the Wormhole. And as we all know, it's anyones guess as to when the next natural wormhole spawn a link to the two systems once again, and be stable enough for another Jump Gate to be anchored.
Gate shutdowns would really just be 'traffic control' shutdowns. The stabilizing systems would still be there, but the procedures of sending a ship through would be blocked. Hacking the gate back would mean restoring those procedures. |

Eternum Praetorian
Malum Crusis
625
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Posted - 2012.04.20 01:56:00 -
[26] - Quote
BECAUSE
IT
IS
A
VIDEO
GAME
JESUS.... 
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LOL56
Galactic Express Intrepid Crossing
18
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Posted - 2012.04.20 02:09:00 -
[27] - Quote
Good god, are you all relay this ignorant of gate lore? Hear is a link
http://community.eveonline.com/background/jump/jump_02.as
TLDR: gates are not Jove tech, they are revere engineered Terran technology. The Amarr have had the tech for more than 2200 years (and the other empires for several hundred), and it is currently perfectly understood by humanity. If you click the next button, you will get an explanation of the way the technology works
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Wu Jiaqiu
Heretic Army Heretic Nation
2
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Posted - 2012.04.20 02:11:00 -
[28] - Quote
Eternum Praetorian wrote:BECAUSE IT IS A VIDEO GAME JESUS.... 
Just asking lorewise why gates ant be shut down
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Trading Unknown
Republic University Minmatar Republic
12
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Posted - 2012.04.20 02:11:00 -
[29] - Quote
Eternum Praetorian wrote:BECAUSE IT IS A VIDEO GAME JESUS.... 
No. EVE is real. |

Garonis
Advent Chaos Theory KRYSIS.
1
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Posted - 2012.04.20 02:15:00 -
[30] - Quote
Small scenario for you... Your alliance has shut itself off from New Eden for whatever reason. A covops frig comes in, hacks your gate, and jumps into your systems. The covops Frigate then proceeds to help jump in covops squadrons via a black ops group. They then proceed to recon.. cause havoc, and possibly try to take out system defenses (thinking Cyno jammers) once the system defenses are off line, a conventional Titan based assault group then bridges in and the real fighting ensues.
This sounds like fun to me. |
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