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Jump Gates

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Jump Gates
Offline Epo
12-16-2015, 06:10 PM,
#1
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Is is possible to lock jumping via JG to stuff which is hostile to it?
Game would say "Dock denied" or something like this while it would let friendly and neutrals to dock.
Is it possible?
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Offline Karst
12-16-2015, 06:14 PM,
#2
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Why?

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Offline Laz
12-16-2015, 06:14 PM,
#3
Out-of Retirement Code Monkey
Posts: 1,912
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Yeah for example if you start docking with something then shoot it, it will say, Get out of here your rep stinks or something.
So i imagine it is possible. Yet say inner house jump gates and border systems, have civilian codes, so they would allow anyone to dock with them

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Offline Laz
12-16-2015, 06:14 PM,
#4
Out-of Retirement Code Monkey
Posts: 1,912
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Addition - As stated in the Vanilla Campaign

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Offline Epo
12-16-2015, 06:20 PM, (This post was last modified: 12-16-2015, 06:29 PM by Epo.)
#5
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(12-16-2015, 06:14 PM)Karst Wrote: Why?

Well it was just a question to some guys who know the answer.
But if you ask:
It would make more sense if ,lets say, military and police gates wouldn't let hostiles to pass through them. You know, scanning the ship before confirming the right to use the shiny toy. Some "blocade" would be a nice addition and it would make sense inRPly

It could also give the opportunity to temporary hack those JGs to let jump to everyone for 30 secs or however. But while the first thing could be possible to do, this one most likely wouldn't. Maybe a special equipment which would disable energy and security on such a facilities, something like EMP, but temporary reducing your energy, maybe for 30 secs, something like ion cannon from Star Wars if someone has watched it. But even if this toy is possible to add, it would be locked only for SRP on caps. (the thing which reduces your energy; one to "hack" JGs should be a bit easier to get, but still not that easy) And well, it would be really hard to code

And yeah, it was just a random idea. So don't give it much attention. The thing is about docking in JGs
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Offline Karst
12-16-2015, 06:52 PM,
#6
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You're right, it would make sense for jump gates to be programmed to deny access to hostile IFFs.

However. Flying around on an unlawful ship is slow and dangerous already. They absolutely would not need another disadvantage; such a change would probably kill unlawful activity (which is very low as it is these days) altogether.

(I don't know if it's technically possible. I suspect it is.)

[Image: jWv1kDa.png]
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Offline Traxit
12-16-2015, 06:55 PM, (This post was last modified: 12-16-2015, 06:55 PM by Traxit.)
#7
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>Chasing a trader as a pirate
>Trader jumps
>?!?!!?!??!?!?!?!?!?!?!?!?
>Trader is saved by pressing F3.

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Offline Swifty
12-16-2015, 07:03 PM,
#8
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(12-16-2015, 06:55 PM)Traxit Wrote: >Chasing a trader as a pirate
>Trader jumps
>?!?!!?!??!?!?!?!?!?!?!?!?
>Trader is saved by pressing F3.

this.

bad idea, now please delete thread.

[Image: tzTtDD9.gif]
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Offline The Savage
12-16-2015, 07:08 PM, (This post was last modified: 12-16-2015, 07:09 PM by The Savage.)
#9
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@Epo Bad idea, since some systems do not have direct connections and I don't see players going through 4-5 systems around.

(12-16-2015, 06:55 PM)Traxit Wrote: >Chasing a trader as a pirate
>Trader jumps
>?!?!!?!??!?!?!?!?!?!?!?!?
>Trader is saved by pressing F3.

Also, this.
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Online jammi
12-16-2015, 09:14 PM,
#10
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Technically this is possible, yes. You can use Adoxa's FLHook plugins to force gates to require a 'key' item - in this case the ID. Technical feasibility doesn't make this a good idea though, for reasons outlined above.

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