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Disruptable jumpgates

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Disruptable jumpgates
Zygoeths
10-06-2008, 03:16 AM,
#21
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I saw that also, but i'm talking about pirating... Pirating is not out of control (Stops shooting antimatter at a starflea) Ya...... silly.
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Offline waddoff
10-06-2008, 06:30 AM,
#22
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Posts: 127
Threads: 6
Joined: Sep 2008

Personally I think, with JGs along with bases and Jumpholes, it would cause too much problems in the server to work without a significant amount of coding. If someone was traveling through a JG it would prob'ly cause a crash. I know a base, when disabled, will cause a crash if anyone tried to launch, I believe it will be the same with JGs.

Besides, as a pirate you should be waiting at Tradelanes, not at Jump Gates. Jump Gates often have a base right next to them, nothing to stop the trader from docking there instead once you disable the JG.

To prevent it from crashing, you'd need to add two different gates for each JG, one invisible one that serves only as an exit point, and one regular one that serves as the entrance. Too much unnecissary coding.

[Image: sig-9355.jpg]
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Offline Tinky57
10-06-2008, 07:46 AM,
#23
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Posts: 82
Threads: 6
Joined: Sep 2008

That's a very interesting point elgatodiablo brought up about players trying to use the other side of the jumpgate. It would just be annoying because even though its blocking them with all the power in the world they still wouldn't be able to get through. (unless of course they used a jumphole). But in terms of abusing it i think it would be the same as people abusing tradelanes, not as annoying as it could be... that is.

[Image: 3696.png]
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Offline chovynz
10-06-2008, 08:02 AM,
#24
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Posts: 2,023
Threads: 79
Joined: Apr 2008

Make the JG have a very fast recharge rate with lots of HP so that:
1. low powered ships cant disrupt it
2. it has to be shot at constantly by say... Very heavy fighters or up...Battleship....etc...
2b. it takes at least one person out of the fight, since they are concentrating on the JG.

idea improvement?

Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
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Offline El Nino
10-06-2008, 01:54 PM,
#25
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Posts: 1,248
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Joined: Dec 2007

If someone know's how to do it... send me a PM... so we can place it in the next version...

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Offline Mr. Andromeda
10-06-2008, 02:39 PM,
#26
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Posts: 13
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Joined: May 2008

I think that it can be solved in a other method. At the moment everyone is thinking how to disrupt a JG. How about if we try to think it this way:

everyone knows that if someone is in cruise speed you can disrupt it. What if we get something that disrupts the equipment that calculates or starts the siquense or what ever it does, so that the ship can't enter the JG.
It must be in a way that it is not easily disrupted.

Think of it, no waiting on the other side to get trough and if there are multiple targets going into the JG the other ones could get trough, because if you disrupt the JG the line of ships waiting to get trough would have to wait a while. No need to do that, make it the other way around. So that the ship would get disrupted (and it should be something that is very hard to disrupt) not the JG.

And maybe even so that it works by the JH also. I think the same equipment does that as well.

So say if you got ideas about this or comments.

It was an idea that popped in my head out of nowhere while reading this topic.;)

<span style="color:#FF0000">To Discover is to go and find the unknown-</span>
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Offline me_b_kevin
10-06-2008, 04:43 PM,
#27
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Posts: 1,525
Threads: 132
Joined: May 2007

i'm all for being able to disrupt more things.

i think bases should be able to be disrupted, to the point of not being able to fire back also. i.e. disabling their power supply. that way once disrupted they can't fight back and no one can dock with them.

JG disruption would be awesome, that in conjuntion with others like bases mooring fixtures and docking rings would add even more realism to the game.

as for the undocking/jumping from a disabled object, i would allow it, if for nothing else than a work around of the game mechanics. especially JG's when a person spawns in the system they spawn beside the JG anyway. sure there will be a bit of RP loss in the undocking from disrupted objects but i think it would be a welcomed drawback to a cool addition.

my spare change :D

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Offline Dab
10-06-2008, 04:50 PM,
#28
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Posts: 9,570
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Joined: Aug 2005

We'll need to figure out if this is possible to code first.. If it is, I'm all for being able to disrupt Jump Gates. However, disrupting docking rings, mooring fixtures, or bases is not likely to happen, even if its possible to code it.

[Image: DFinal.png]
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Offline Lt.Cmdr.Olsav
10-06-2008, 06:04 PM,
#29
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Posts: 601
Threads: 10
Joined: Oct 2006

Im tossing in my support for disruptable jump gates, it would be a great expansion of what the PCs can do. it would make it so that traders and pilots in retreat cant just pop off when ever.

RAHF.Lt.Karol.Olsav
fmr Lord Solar Admiral of the Helghast, fmr.RAHF-Olsav-[Cpt], fmr. {Helghast}(LSA-vhf)~Olsav, fmr.{Helghast}(LSA)~Olsav, aboard HCS. Kesselring
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Offline stewcool
10-06-2008, 06:10 PM,
#30
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Posts: 1,969
Threads: 275
Joined: Nov 2007

OMG Alaska JG blocked Nuuuuuu!

SO on a more serious note.


I like the idea for Liberty to now be able to actually stop people from entering
Alaska. (or exiting)

Then I dislike the idea cause gives more power to the pirates as stated.
The pirates have way to much already in there favor. They dont need more.

[Image: kelsieicsig.png]
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