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blankseplocked Player owned jumpgates
 
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ReaperOfSly
Gallente
Underworld Protection Agency
South Pole Dancers
Posted - 2005.10.08 18:33:00 - [1]
 

A deployable structure that connects two nearby star systems.

OK this is ow it would work: you launch and anchor your jumpgate and a friend does the same in a nearby system. Both then activate cynosural fields on them and they will be joined together. You can then use it to jump between the 2 systems without having to use registered jumpgates. Great to set up if a system is regularly camped.

The downside would be that you need to give it some kind of fuel to jump through it. Something bulky like 500 heavy water (200m3 of cargo space). Or perhaps make the fuel cost proportional to the ships mass. Or if that doesn't work, make it drain 95% of your ship's capacitor.

Wei Jen
Minmatar
Concord Assistance Law Enforcement Agency
Posted - 2005.10.08 18:50:00 - [2]
 

Make sure a beacon is present and notifies everyone in system on overview that someone is anchoring a jump gate.

That would attract all the fighters to that area.

Anchoring can take 5-7 minutes.


Rufus Roughneck
Posted - 2005.10.08 19:45:00 - [3]
 

Tricky.

There's some systems in Eve fairly close to eachother, but still about twenty jumps from eachother by existing connections.

This would enable alot of sneaky play.

Pro: sneaky = good
Con: defence becomes very hard when someone can sneak into your territory 20 jumps deeper then you expect them.

Kamikazi BOB
Posted - 2005.10.08 20:13:00 - [4]
 

Heh, if someone manages to sneak into your territory with a mobile (?) jumpgate and set it up, u deserve it.

MWEI
Posted - 2005.10.09 02:29:00 - [5]
 

Quote:
Con: defence becomes very hard when someone can sneak into your territory 20 jumps deeper then you expect them.


But you need to sneak a buddy to the target system to setup the gate, so in effect someone have to sneak in through the conventional method to be able to set up the gate.

If it sounds unfair, they can already do this with the dread.

oneeye crusader
Caldari
Posted - 2005.10.09 05:02:00 - [6]
 

Easy way to fix the fuel issue, when you launch the gate its already fueled up. But it has only enough ice to feed the reactor power for 5 jumps . after that you must stock it with more ice. Give it a hold of like 40 km3 and have the reactor consume 2 units per jump.

All in all this sounds like a great idea.

Fusa Iyuki
Gallente
Doomheim
Posted - 2005.10.09 09:26:00 - [7]
 

Originally by: oneeye crusader
Easy way to fix the fuel issue, when you launch the gate its already fueled up. But it has only enough ice to feed the reactor power for 5 jumps . after that you must stock it with more ice. Give it a hold of like 40 km3 and have the reactor consume 2 units per jump.

Jumpgate sounds like a good idea, not sure about a 40 billion m hold though. You mean 40k m?

Gwenvahar
Posted - 2005.10.09 09:55:00 - [8]
 

Oh no no i think i got the solution to this one, jumpgates than can be conquered. Maintain deployment points for a Sovern Corp's POS or sentry defensive structures at the gate, code pass keys for X number of uses, have a comerce point for local distribution of passkeys for set prices.. Or set all pass concerns based of alliance/faction. Otehrwise use the gate just like a jumpgate now. These gates would undoutedly be based in non-empire space only.

Perhapse even go so far as to really jack up the hacking skills and mods for bypassing security to get free passage or counterfit pass keys..

This could consolodate the low sec sovrenty issues as it would start creating heavy choke points for invading corps.

Giving the players any ability to over ride the gate traffic patterns set by the programmers is never a safe idea. For game balance or server load issues.

Yith Solarius
Posted - 2005.10.10 00:12:00 - [9]
 

no mobil and ancherable is the solution concerable ones will just make a mess, make them about 10,000m^3 in size, once deployed they have 5,000m^3 fuel bay, a bs jump will require 200 oz + 200 hw (160m^3) thats 12 ships with the gates tank full, crusers will use 100 oz + 100 hw (25 ships) and frigs 50 + 50 (50 ships).

anchering is stealthy and takes 10mins, one anchered and fueled up it gets onlined, another 10 mins, once it starts onlineing it generates a crynosoral thingy and can be spotted on the map.

when you have 2 gates onlined simply right click it, select 'callibrate with destination' and chose destination (will pop up a box of all other active gates within its jump radius), this needs to be done on both sides and each gate can only be connected in pairs.

Once online and connected (for added effect some flashy lights n' stuff can switch on when it gets connected) people can start jumping, (remember fuel is only used on 1 side so people can jump in attack then flee back through the gates partner).

The fuel can only be topped up when the unit is offline and offlining takes 20mins so if the defenders havent cought you by 40+ mins then they deserve to be attacked by another wave of fighters (10 onlining + jump time + 20 min offlining + refueling time + 10 onlineing again). Remember both units must be online to jump, so you can't jump everyone through, offline and refuel while the attackers flee through the gates partner still online.

There, howsyalikethat idea then.

Saicon
Caldari
Caldari Provisions
Posted - 2005.10.10 20:36:00 - [10]
 

Ohh I want one I want one Very Happy

/signed

Tesha Marill
INGEN Industries
Posted - 2005.10.10 20:51:00 - [11]
 

I think that the sneaky issue would be taken care of by someone needing to drag a fairly large amount of material into enemy space to build a stargate. I think it would end up being much like an outpost. It takes a while to build, but once it's up, you're good to go (until enemy corp takes it over or blows it up). The pass purchase idea is a good one, and i thtink that would be the way to go to control access, but being able to hack through the security is a must. Maybe have a percentage chance to leave an access record when hacking, so unless you're good, you would leave a trail. The other side of this is the RP side, which i don't like to get into when talking about a game mechanic, but it's still a part of the game. The RP-Tech side of this is that jumpgates can only be placed at very precise points in a solarsystem. These points are focus points of gravitic waves generated between celestial objects. And without these points, the gates can't get enough juice to fire. Problem? Yes. Impossible? No! Would be a helluva lot of fun to design a race that way tho :)

Derron Bel
Amarr
Imperial Academy
Posted - 2005.10.11 02:00:00 - [12]
 

just make the player gates themselves capital ships.

Jemba'k Ko'cha
Caldari
Deep Core Mining Inc.
Posted - 2005.10.11 04:08:00 - [13]
 

setting up player gate shouldnt be something that any joe can accomplish as a way of saving a few jumps in the long run.

i think allowing corps to set them up would be a good idea though. They could charge a fee to use it, guard it themselves, etc etc. but they should be a monumental achievement, like a starbase. Not something simple.

Hohenheim OfLight
Sebiestor Tribe
Posted - 2005.10.11 09:45:00 - [14]
 

Originally by: Yith Solarius
no mobil and ancherable is the solution concerable ones will just make a mess, make them about 10,000m^3 in size, once deployed they have 5,000m^3 fuel bay, a bs jump will require 200 oz + 200 hw (160m^3) thats 12 ships with the gates tank full, crusers will use 100 oz + 100 hw (25 ships) and frigs 50 + 50 (50 ships).

anchering is stealthy and takes 10mins, one anchered and fueled up it gets onlined, another 10 mins, once it starts onlineing it generates a crynosoral thingy and can be spotted on the map.

when you have 2 gates onlined simply right click it, select 'callibrate with destination' and chose destination (will pop up a box of all other active gates within its jump radius), this needs to be done on both sides and each gate can only be connected in pairs.

Once online and connected (for added effect some flashy lights n' stuff can switch on when it gets connected) people can start jumping, (remember fuel is only used on 1 side so people can jump in attack then flee back through the gates partner).

The fuel can only be topped up when the unit is offline and offlining takes 20mins so if the defenders havent cought you by 40+ mins then they deserve to be attacked by another wave of fighters (10 onlining + jump time + 20 min offlining + refueling time + 10 onlineing again). Remember both units must be online to jump, so you can't jump everyone through, offline and refuel while the attackers flee through the gates partner still online.

There, howsyalikethat idea then.


can not say a like them at all your talking about them being cheap dispobile tiems that are long and complicated top use, there is already enuth time sinks in eve, and the idea of a build your own gate is to save time not lose it.

One idea rather than haveing to have a pass key the gate could be set to open mode, where people would just pay isk/ a tolle to use your gate.

If gates are to be away of sorter travel time, then they should have holds big enuth for 1000 jumps, becuse if u where to make a gate that let people jump past rens, rather than go thoguth it and chanrged say 50k to use it, lots of people would simple pay to avoide having to go thoguht rens and the lag.

The solution may to be to have diffrent sized gates with difrent ranges,

A small movable gate for pvpers which would do something like 20 jumps at most before i needed more full, so you would need some on to refull it.

A Med gate which could be moved round but would take say 15 to 20 km3 space to do so. And would be more for the temp lag root Ie there is a buiness opertunity to day to have the gates set up here, and tomorrow it might be some where else.

The large gate as descried above for the jump round rens and ours aproch. Huge hold maby even fright only launch.

And if you want to go all tha way for 3 no make that 5 billion isk.

You can build your own full sized jump gate, which rarther than working in tandem with another player built jump gate could be linked to a exsisting gate.

this would be like a private toll high way built by ontriponers to replace the high ways destoryed by the cold war. The gate would charge a tolle to go though ether end. Set by the owner.

(thow after just righting that and realizeing owe the programming must work, you would ahve to build two fo them. So mabye 2.5 bil each.)

any way that just my two isk.


Resin Kadir
S.A.S
Pandemic Legion
Posted - 2005.10.11 13:26:00 - [15]
 

Here's an even better idea, how about players being able to repair abanmdoned and wrecked stargates and find out where they lead too. OOOOOOOOh!!!

Hohenheim OfLight
Sebiestor Tribe
Posted - 2005.10.11 14:02:00 - [16]
 

Originally by: Resin Kadir
Here's an even better idea, how about players being able to repair abanmdoned and wrecked stargates and find out where they lead too. OOOOOOOOh!!!


intresting, idea lets just hope the gates go some where intresting.

While we are talking about gates, are their any hidden smuggler gates around? That dont show up?

Kakita Jalaan
Viriette Commerce and Holding
Posted - 2005.10.12 13:50:00 - [17]
 

Great idea!

Just make them expensive enough so that there aren't 100 in each system. Normal jumpgates are neither destructable nor conquerable, but i think these POJs should be. Owning one half of a jump could allow one to jump one way, but not the other... this sword cuts both ways.

The owning entity could allow people to use it based on standing and/or on a jumping fee (used to finance the fuel).


 

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