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Stargates: Functionality?


AlexWright

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You are inventing the consequences of destroying a gate.  There is no information anywhere about gate destruction causing massive explosions.  In fact there is no information on star gate destruction at all.  All we know is that they will be player made and that destruction of player made constructs will be an integral part of the economic systems of the game.

 

 

I'm not inventing anything.  I'm describing the Babylon 5 TV shows Hyperspace System.

 

If you didn't understand that... I have nothing really to say to you except.  Go watch the show and then get back to me.

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See, you say Stargates, I hear Gankpoints.

You say fast travel, I hear "Oh look, a rich player, let's gank him".

Just saying, this function needs to be sorted out, which means Green Zones, which means safe ones. 

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See, you say Stargates, I hear Gankpoints.

 

You say fast travel, I hear "Oh look, a rich player, let's gank him".

 

Just saying, this function needs to be sorted out, which means Green Zones, which means safe ones. 

 

If using the Babylon 5 system which was just under discussion...

 

The shipping lanes... in system... far enough from a gate and the star base which would inevitably be built to protect those going though it...  but not far enough to justify a jump from a large jump engine equipped ship would be the ideal place for Raiders to "gank" people as you say... especially if the ships going from planet or planets to the gate pass by places raider ships could hide in... blend into... fool sensors with so they can escape after a hit... like asteroid fields... Volcanic moons... or other sci-fi type hazardous areas.

 

With ships being able to be crewed... a jump engine equipped ship could have 10s to maybe even a 100 crew ... players... on board just to run it... not to mention its escort vessels... and could represent the combined wealth and efforts of thousands of players to make.  All depending on how the devs implement and balance this system... if they choose to include this system at all.

 

So 1 person isn't flying around with their big ship... it's the property of the organization and many players are involved in running it.  It's still a large target though.  A challenge to take down.  And there will be players who relish in the attempt.  Taking an inferior force and managing to take down a superior one is core to a lot of games...

 

 

I'm not sure how much they actually need to do to prevent ganking... I think the goal is for players to enforce their own rules rather than have much in the way of "play nice" rules enforced by the system itself.

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If using the Babylon 5 system which was just under discussion...

 

The shipping lanes... in system... far enough from a gate and the star base which would inevitably be built to protect those going though it...  but not far enough to justify a jump from a large jump engine equipped ship would be the ideal place for Raiders to "gank" people as you say... especially if the ships going from planet or planets to the gate pass by places raider ships could hide in... blend into... fool sensors with so they can escape after a hit... like asteroid fields... Volcanic moons... or other sci-fi type hazardous areas.

 

With ships being able to be crewed... a jump engine equipped ship could have 10s to maybe even a 100 crew ... players... on board just to run it... not to mention its escort vessels... and could represent the combined wealth and efforts of thousands of players to make.  All depending on how the devs implement and balance this system... if they choose to include this system at all.

 

So 1 person isn't flying around with their big ship... it's the property of the organization and many players are involved in running it.  It's still a large target though.  A challenge to take down.  And there will be players who relish in the attempt.  Taking an inferior force and managing to take down a superior one is core to a lot of games...

 

 

I'm not sure how much they actually need to do to prevent ganking... I think the goal is for players to enforce their own rules rather than have much in the way of "play nice" rules enforced by the system itself.

 

Well, they need a system to guarantee an exit point in a wider conic area from the jump point, therefore giving an RNG value to your exit point, which could require loading screens. Or at least, make the warp/hyperjump/slipstream/whatever drives be guided and give the ship driver (YES IT'S SHIP DRIVER, NOT SHIP PILOT) the chance to choose where to reemerge in relativistic space.

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Wow,  I have been skimming this particular line of posts for a couple of days now and it's started to turn slightly "rough".  Even with what the Devs have told us so far It leaves a lot of ways how they might actually work without adding to it. 

 

FTL travel.  We know it's going to be in the game in the form of some kind of gate.  We also know that the idea is some sort of probe that will take a period of time to reach the end location we want to travel to.  For the people that are suggesting possible workarounds already keep in mind, we have no idea how long or how resource intensive building such a probe and gate will be.  If I can make ten probes rather easily and send them on their way while I am currently exploring, gathering, or building, the time it takes for the probe to travel there may be a negligible inconvenience.

 

Since I don't need a gate at the other side just the probe coordinates, this could give TWO options to jump in if I build another gate there (maybe? Devs chime in please?).  These themselves could be desirable mechanics.  Planning would need to take place for the expedition to make sure you bring everything you need resource wise (Perhaps not all planetary system have the resources you would need?) to build a gate at your final destination.  This could make initial gate travel by smaller ships undesirable in the beginning and make larger ships the norm for interplanetary exploration.  Remember as it stands right now gate travel would be one way in all initial forays into other systems.

 

The initial coordinates you get from a probe might be nowhere near a planet, or perhaps are even inaccurate to a degree, depositing ships randomly throughout the system.  This would allow PVP scenarios other than "have enough ships and build them tough/fast enough to get past the blockade."  Nothing against that particular scenario I just don't think we should be limited to it.  Probe coordinates could be limited to the person or persons that built the probe making them sellable and creating another type of market. This could also force PVP interaction in other ways.  Finding out a group is buying up coordinates and attacking their gate to prevent them from expanding their territory.  I think we are a far cry from needing or even DESIRING more FTL mechanics yet to fit the specific scenarios we have in mind.

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