open All Channels
seplocked Features and Ideas Discussion
blankseplocked Buildable/Destructable Jump Gates
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Gemberslaafje
Vivicide
Posted - 2011.01.04 08:40:00 - [1]
 

Edited by: Gemberslaafje on 06/01/2011 15:56:47
Edited by: Gemberslaafje on 06/01/2011 08:52:06
New, adapted idea:

In some expansion, CCP could create another number of solar systems. They will be devided in a number of regions, I'll call them 'Outer Rim East,West,South,North' for now.

The solar systems will have all the properties of 0.0, stations can be built, sov can be gained, etcetera.

However, there will be no gates leading to and from these systems. These can be player built on pre-set jump beacons. (So in fact, the jump gates will have been laid out by CCP, they just need to be player-activated)

A difference from 0.0 is that systems without gates are being treated as wormhole systems with no local etc.

2 new special ships (or new variations or modules on current ships):
1 capital- or at least BS class ship that can activate jump beacons in exchange for fuel
CovOps ships which can use jump beacons as if they were jump gates.

If you use a jump gate, but the other side only has a jump beacon, you will end up up to 150km off the gate (Due to nothing 'catching' you it should be less accurate)

Jump Gates will be disable-able/destructable, in that order. Should work comparatively to the current sov mechanics, first hit disables them, then after a timer it can be destroyed.

Another alternative Idea:

However the idea isn't to bad if adjusted just a bit more like finding old gates that got defunct. (Scanning, like wormholes) Analysing the data of those gates you can gather some co÷rdinates of the second gate where it once was connected with.

Now that you have a rough co÷rdination you can try to program you jumpcomputer so that it jumps to those co÷rdinates. But you will land somewhere random in the targeted system. Or if you are unlucky in one of the neighbouring systems, once you found the right gate you could start the linking/activation process.

Of course if you were unlucky and landed in a neighbouring system you can't link the gates but could try to repeat the process, or jump back to a cyno before you get to far in the unknown systems to jump to a cyno or run out of fuel.

Gemberslaafje
Vivicide
Posted - 2011.01.04 08:59:00 - [2]
 

TL/DR:
Destroy jump gates
Make Jump gates buildable/Destroyable
Jump gates can't be steered to which system it'll be connected to.
System without jumpgates = wormhole-like system
Capital ships can jump to any system in it's range
Covops/Recons can jump short range
New jump bridge ship to enable roams

Gemberslaafje
Vivicide
Posted - 2011.01.04 12:19:00 - [3]
 

shameless bump

Gembercyno
Posted - 2011.01.04 18:15:00 - [4]
 

Do you like? Dislike?

Gemberslaafje
Vivicide
Posted - 2011.01.05 06:51:00 - [5]
 

Jump

Desire Dominion
Posted - 2011.01.05 11:02:00 - [6]
 

+1

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2011.01.05 11:15:00 - [7]
 

Originally by: Gemberslaafje

Then, the Jovians in their infinite wisdom (In fact, it was some Caldari sneako stealing the plans, but you know) give out the plans how to actually build Jump Gates.


Why the **** would they bother to do that? The amarrians have known how to build jump gates for at least 2000 years.

Beyond this obvious gaff, the concept is kinda neat, but its too big a divergence from the current system. Currently, the gate/JB/Cyno system works. How about not just throwing that out the window and starting again?

Gemberslaafje
Vivicide
Posted - 2011.01.05 11:50:00 - [8]
 

Originally by: Kara Sharalien
Originally by: Gemberslaafje

Then, the Jovians in their infinite wisdom (In fact, it was some Caldari sneako stealing the plans, but you know) give out the plans how to actually build Jump Gates.


Why the **** would they bother to do that? The amarrians have known how to build jump gates for at least 2000 years.

Beyond this obvious gaff, the concept is kinda neat, but its too big a divergence from the current system. Currently, the gate/JB/Cyno system works. How about not just throwing that out the window and starting again?


Mmm fluff error, fair enough. Still, it seems strange they know how to do it, and not actually use it.

As for why change the system, why not :P I'm hoping that with proper balancing you'd create a more dynamic EVE, with pockets that can only be visited if you bring a scout or a capital ship, where no-one bothers to build an infrastructure.

It also allows for a gradual expansion of EVE, where currently you'd need a specific expansion to expand anything...

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2011.01.05 12:03:00 - [9]
 

Originally by: Gemberslaafje


Mmm fluff error, fair enough. Still, it seems strange they know how to do it, and not actually use it.



They do use it. Once every 4 or so years any two pairs of gates need to be "re-tuned" if you like, to keep throwing ships at each other. The jumpgates themselves are somewhat like bridges. Build them right the first time, they will last thousands of years. Tens of thousands, apparently.

I'll be blunt. CCP isn't good at getting things right on the first go. I don't mind then when it comes to stuff like PI (allegedly getting fixed soon), faction warfare (I don't use it) or 0.0 treaties (alliances can manage that on their own), but I have to use some kind of movement system. I have to use it every time I log in, and it has to work. It has to work reliably, it has to work consistently, it has to work as intended, and it simply cannot afford to have a single bug.

If you looked at CCP's pre-release testing schedule, I reckon you'd find they spent an alarmingly large amount of time testing both the transport system and the market, far more then any other part of the game. Those two are critical. If they break, we don't have a game any more.

As a corollary to that, removing them and replacing them with a different system changes the game completely. Its literally a different game.

So, suggesting that they be changed so completely like that is never going to happen. If you have done or are doing a course in software engineering or similar, you'll understand how big a change you are asking for, and should know better. If you haven't, the scale of your request has probably gone right over your own head.

TL;DR: your request is technically challenging to the point of near impossibility, and pulling it off would cost vast amounts of money while simultaneously alienating a noticeable portion of the games players.

Its not a good business plan for CCP, and speaking as a player, I like the game I'm currently playing.

Gemberslaafje
Vivicide
Posted - 2011.01.05 12:08:00 - [10]
 

I actually am a programmer.

But I'm also sorts of a visionary.

I'm quite aware that my idea is far beyond a little change.

But if no-one talks about it, nothing will change either.

Meh, tiredness. and effort.

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2011.01.05 12:21:00 - [11]
 

Edited by: Kara Sharalien on 05/01/2011 12:21:53
Originally by: Gemberslaafje
I actually am a programmer.



I had a big response to this, but I won't bother. It doesn't matter what I say, even if I emphatically supported you, CCP would ignore us both, they know better.

But I do feel its very important to say this: I didn't say programmer, I said software engineer. Programming is a sub-set of the skills needed for software engineering.

Gemberslaafje
Vivicide
Posted - 2011.01.05 12:27:00 - [12]
 

Originally by: Kara Sharalien
Edited by: Kara Sharalien on 05/01/2011 12:21:53
Originally by: Gemberslaafje
I actually am a programmer.



I had a big response to this, but I won't bother. It doesn't matter what I say, even if I emphatically supported you, CCP would ignore us both, they know better.

But I do feel its very important to say this: I didn't say programmer, I said software engineer. Programming is a sub-set of the skills needed for software engineering.


Suffice to say I'm aware of the work and risks involved. Doesn't stop me from thinking up wacky ideas, though.

Malcorath Sacerdos
Posted - 2011.01.05 12:29:00 - [13]
 

Edited by: Malcorath Sacerdos on 05/01/2011 12:29:47
i like the idea of being ably to explore and find new Previusly unchartered systems .
ofc the possibility of building up an corporate or alliance pressence in a systemonly you know about is very intresting.

but destroying all (or some ) gates in 0.0 seems drastic . however adding to the current game by alowing ships to jump into unknown space and being able to build permanent ( altho destroyable ) jumpgates between systems only they know about seemt like a fun idea to me .


it would seem to me tho that that is what WH-space is for . so i sugest the ability to use the system proposed by OP to build more lasting pathways between WH-Star systems and thus using that to expand on the eve known space.


Gemberslaafje
Vivicide
Posted - 2011.01.05 12:40:00 - [14]
 

Originally by: Malcorath Sacerdos

it would seem to me tho that that is what WH-space is for . so i sugest the ability to use the system proposed by OP to build more lasting pathways between WH-Star systems and thus using that to expand on the eve known space.




I like your thinking. One question is how that changes wormhole space as it is now, but I do think it's something to expand on (and yes, maybe destroying 0.0 gates isn't the most awesome idea ever :P)

Malcorath Sacerdos
Posted - 2011.01.05 13:03:00 - [15]
 

yes changin WH might not be the best idea. howerver a way of exploring unknown parts of space and keeping the positives ( and negatives ) of 00 space would be a great addition to eve imho

Gemberslaafje
Vivicide
Posted - 2011.01.06 08:52:00 - [16]
 

New, adapted idea:

In some expansion, CCP could create another number of solar systems. They will be devided in a number of regions, I'll call them 'Outer Rim East,West,South,North' for now.

The solar systems will have all the properties of 0.0, stations can be built, sov can be gained, etcetera.

However, there will be no gates leading to and from these systems. These can be player built on pre-set jump beacons. (So in fact, the jump gates will have been laid out by CCP, they just need to be player-activated)

A difference from 0.0 is that systems without gates are being treated as wormhole systems with no local etc.

2 new special ships (or new variations or modules on current ships):
1 capital- or at least BS class ship that can activate jump beacons in exchange for fuel
CovOps ships which can use jump beacons as if they were jump gates.

If you use a jump gate, but the other side only has a jump beacon, you will end up up to 150km off the gate (Due to nothing 'catching' you it should be less accurate)

Jump Gates will be disable-able/destructable, in that order. Should work comparatively to the current sov mechanics, first hit disables them, then after a timer it can be destroyed.

Droxlyn
Caldari
Posted - 2011.01.06 14:47:00 - [17]
 

I'd like to find a new empire or two, but this new galaxy has the uniqueness of NOT having figured out gates but they do have the cyno/jump engine tech. I'd love to have a cheap frigate with a jump engine. It would be cool if they were introduced by becoming new destinations for wormholes.

These systems would be generated from the full range of 0.0 to 1.0, but since CONCORD isn't there, the .5+ would all be set to .4 until a few expansions later when CONCORD gets treaties to enforce safety in a few systems.

Drox

Ydyp Ieva
Caldari
Amarrian Retribution
Posted - 2011.01.06 15:06:00 - [18]
 

Edited by: Ydyp Ieva on 06/01/2011 15:06:35
If you read the lore, you should know the jumpgates were relics of the time when the eden wormhole was still open. The current empires just analysed these to gain access to the technology.

Now also to connect 2 systems it was needed to send a ship on a journey for a pretty damn long time to put up the second linked gate.

However the idea isn't to bad if adjusted just a bit more like finding old gates that got defunct. Analysing the data of those gates you can gather some co÷rdinates of the second gate where it once was connected with.

Now that you have a rough co÷rdination you can try to program you jumpcomputer so that it jumps to those co÷rdinates. But you will land somewhere random in the targeted system. Or if you are unlucky in one of the neighbouring systems, once you found the right gate you could start the linking/activation process.

Of course if you were unlucky and landed in a neighbouring system you can't link the gates but could try to repeat the process, or jump back to a cyno before you get to far in the unknown systems to jump to a cyno or run out of fuel.

This is basicly the same as you proposed, just fits better in the lore.

Gemberslaafje
Vivicide
Posted - 2011.01.06 15:59:00 - [19]
 

Originally by: Ydyp Ieva
Edited by: Ydyp Ieva on 06/01/2011 15:06:35
If you read the lore, you should know the jumpgates were relics of the time when the eden wormhole was still open. The current empires just analysed these to gain access to the technology.

Now also to connect 2 systems it was needed to send a ship on a journey for a pretty damn long time to put up the second linked gate.

However the idea isn't to bad if adjusted just a bit more like finding old gates that got defunct. Analysing the data of those gates you can gather some co÷rdinates of the second gate where it once was connected with.

Now that you have a rough co÷rdination you can try to program you jumpcomputer so that it jumps to those co÷rdinates. But you will land somewhere random in the targeted system. Or if you are unlucky in one of the neighbouring systems, once you found the right gate you could start the linking/activation process.

Of course if you were unlucky and landed in a neighbouring system you can't link the gates but could try to repeat the process, or jump back to a cyno before you get to far in the unknown systems to jump to a cyno or run out of fuel.

This is basicly the same as you proposed, just fits better in the lore.


I've added your proposal as alternative - I do see where you're coming from, Protect the Fluff :P

However, I would like these abandoned/reactivated/w/e gates to be destructable as well, give alliances something to fight for...

Tairon Usaro
The X-Trading Company
RAZOR Alliance
Posted - 2011.01.06 17:16:00 - [20]
 

Edited by: Tairon Usaro on 06/01/2011 17:19:57
Edited by: Tairon Usaro on 06/01/2011 17:17:05
Edited by: Tairon Usaro on 06/01/2011 17:15:59
i generally like the idea of a new "virgin region", which allows you to extend you own empire but still stays open to others.

how about a spawnable, scannable JB-Plex that comprises
a.) a wrecked jumpbridge
b.) a liquid ozone refiner
c.) an ice storage
d.) a strontium silo

how the plex-JB works

  • the wrecked jumpbridge can be repaired and the ice storage fuelled to activate the JB and create a system wide visible beacon. if its not scanned and repaired 24h after spawning it despawns again

  • the jumpbridge works pretty much as nowdays JBs but with larger range and limited LO volume.

  • It facilitates maximum 1 supercap jump per day. So in general only small ships or mini cap fleets can be migrated.

  • the plex liquid ozone refiner refills the JB on an hourly basis with fresh LO taking 24 hours to completely refill an empty JB

  • the ice storage must be maintained by the space keeping alliance to avoid despawning of the JB

  • any hostile can attack the plex putting the JB into RF for max 36h.



the w-like space (v-space) should not be reachable by k-Space by any other means than the Plex-JB and no cynos can be lit in v-Space. the v-space itsself also spawns Plex-JBs into k-space or v-space. there is a decreasing likelyhood for spawning intra-constellation JBs, inter-constellation JBs, inter-region JBs and backto-k-space-JBs.

There should be an API-readout for visible JB-Beacons, so we all get a view on the v-space.

And please,please no stations. we want to keep the vigin-state of this space ... to some extent at least. it would be OK to have TCUs though, that indicate, who tries to own the system (with fuel discount as benefit)

i like the "no local" and would appreaciate challenching NPC AI

Gemberslaafje
Vivicide
Posted - 2011.01.07 08:07:00 - [21]
 

I'm not sure about your idea... It sounds a bit like pimped wormhole space, and that's just what I'm NOT proposing :P

Ashley Thomas
Curatores Veritatis Alliance
Posted - 2011.01.07 18:31:00 - [22]
 

As long as its like w-space without anything, allowing players to create everything from scratch or plan the gate network, I'm game.

Darranibal Colpia
Caldari
Acute Damage
Posted - 2011.01.07 19:38:00 - [23]
 

Originally by: Gemberslaafje
Edited by: Gemberslaafje on 06/01/2011 15:56:47

Another alternative Idea:

However the idea isn't to bad if adjusted just a bit more like finding old gates that got defunct. (Scanning, like wormholes) Analysing the data of those gates you can gather some co÷rdinates of the second gate where it once was connected with.

Now that you have a rough co÷rdination you can try to program you jumpcomputer so that it jumps to those co÷rdinates. But you will land somewhere random in the targeted system. Or if you are unlucky in one of the neighbouring systems, once you found the right gate you could start the linking/activation process.


This is an excellant idea, there a lots of ruined stargates in missions and landmarks, perhaps this would be a valid ingame reason for them, and we would have to find them, scan them, find the co-ordinates for a beacon and cyno to the location. This would bring a new aspect to mission running AND could open up a possibility for a new NPC faction in these outlying areas. Its a really big challenge.. I reckon CCP would love the opportunity to add more discovery and sense of the vast unknown to New Eden.

shadowace00007
Amarr
Beyond The Gates
Posted - 2011.01.07 19:52:00 - [24]
 

I don't like this to much. It sounds just like WHs but with more headache behind it.

I like the idea of being able to disable gates, say in sov systems so you can protect your sov. but I don't know. its just a bit too intensive.

Gemberslaafje
Vivicide
Posted - 2011.01.07 21:49:00 - [25]
 

Originally by: shadowace00007
I don't like this to much. It sounds just like WHs but with more headache behind it.

I like the idea of being able to disable gates, say in sov systems so you can protect your sov. but I don't know. its just a bit too intensive.


Well, I would like a combination between the randomness of wormhole space, and the claimability of 0.0.

People who don't like it can stay in the current 0.0, but the best stuff should be in this new, claimable but not definitely connected, space.


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only