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Idea: Remove Jumpholes, place Nav Beacons - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Idea: Remove Jumpholes, place Nav Beacons (/showthread.php?tid=75873) |
Idea: Remove Jumpholes, place Nav Beacons - Echo 7-7 - 03-03-2012 Jump Holes have no strict size. All that you see in space is an indication of a spatial anomaly; it is actually space dust being drawn into the gravitational epicentre of one end of the Jump Hole (and leaving it, too, since two-way travel is possible). The Jump Hole's gravitational pull drops exponentially as you move away from the epicentre, hence making them appear small. Edit: Navigation Beacons aren't really necessary, considering that we're on the way to having functional Jump Drives (for Capital Ships and possibly very big transports). Still not a bad idea, though, if you wanted to represent short-range Jump Drives. Idea: Remove Jumpholes, place Nav Beacons - Chase - 03-03-2012 Here, let me google that for you? Wormhole. Then again, we're talking freelancer physics & reality... So all is null and void. Idea: Remove Jumpholes, place Nav Beacons - Klaw117 - 03-03-2012 I'm of the opinion that the Daam K'Vosh created the jump holes in Freelancer. It might explain the somewhat odd nature of jump holes. Otherwise, it seems weird that a gravitational anomaly would appear out of nowhere. Idea: Remove Jumpholes, place Nav Beacons - Echo 7-7 - 03-03-2012 ' Wrote:I'm of the opinion that the Daam K'Vosh created the jump holes in Freelancer. It might explain the somewhat odd nature of jump holes. Otherwise, it seems weird that a gravitational anomaly would appear out of nowhere. That's why it's called an anomaly. The DK quite clearly built their own Jump Gates and left them there for the Nomads to use. Edit: Plus Valhalla One, a DK library including instructions on how to develop Jump Gate technology. Idea: Remove Jumpholes, place Nav Beacons - Vorandril - 03-03-2012 If we could build these little nav points and call it good... ... Why build jump gates at all? You can't really call them a prototype to a cosmic phenomenon. Idea: Remove Jumpholes, place Nav Beacons - dodike - 03-03-2012 ' Wrote:If we could build these little nav points and call it good...Due to cost reduction. They are cheaper to build than jump holes and do the job just fine. On the serious note I consider gates just anchored holes for stability and safety reasons created and closed repeatedly. Idea: Remove Jumpholes, place Nav Beacons - Daedric - 03-03-2012 ' Wrote:Due to cost reduction. They are cheaper to build than jump holes and do the job just fine. Not sure how to build a jump hole. Though.....not sure how it would be a cost reduction. Seeing as then every ship would have to be outfitted with a jump drive of some sort to use the beacon system. Idea: Remove Jumpholes, place Nav Beacons - dodike - 03-03-2012 ' Wrote:Not sure how to build a jump hole.I think they are artificiality created within a gate when it starts spinning and glowing light appears. I don't think we can make them without the gate though. Idea: Remove Jumpholes, place Nav Beacons - Daedric - 03-03-2012 ' Wrote:I think they are artificiality created within a gate when it starts spinning and glowing light appears. Ah. Created. As opposed to built. Idea: Remove Jumpholes, place Nav Beacons - Narendran87 - 03-03-2012 Yep... Jump-Gates use the same phenomenon as Jump holes. Except they are temporary and Regulated to be safer |