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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Jump Gates

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Jump Gates
Offline Epo
12-17-2015, 08:16 PM, (This post was last modified: 12-17-2015, 08:17 PM by Epo.)
#21
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Well it was never meant to be added to game, it was just a question to check if it's even possible.
Still, it could work pretty well if:
- gates are moved 5k from the last lane
- the gate will let you dock after overloading its system --> NOVANOVANOVA, well, EMP one would be better IMHO, but NOVANOVANOVA isn't a bad idea either. So basically it would have a bit of hullpoints with "defense" protocoles active as long as it has at least 30% hull or maybe less HPoints but deactivates when its health bar goes to 0. It would repair itself like weapon platforms and trade lanes.

Or maybe a special CD which would overload it this way, but with smaller amount of ammo.

Anyway it was just a question, I still would be happy if a dev confirms that it's possible (about JG restrictions)
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Offline PRJKTLRD
12-17-2015, 08:28 PM,
#22
The Commune Overlord
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Well, not regarding the JG locking. What would possibly make jumpholes (in house space) doing their own original purpose and that is, being used by unlawful, fugitives, etc?

I mean, they're not used at all. Everyone novadays use JGs.

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Offline Nexodius
12-17-2015, 08:34 PM,
#23
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(12-17-2015, 08:28 PM)Project Lerdi Wrote: Well, not regarding the JG locking. What would possibly make jumpholes (in house space) doing their own original purpose and that is, being used by unlawful, fugitives, etc?

I mean, they're not used at all. Everyone novadays use JGs.

+

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Offline The Savage
12-17-2015, 09:19 PM, (This post was last modified: 12-17-2015, 09:30 PM by The Savage.)
#24
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(12-17-2015, 08:28 PM)Project Lerdi Wrote: Well, not regarding the JG locking. What would possibly make jumpholes (in house space) doing their own original purpose and that is, being used by unlawful, fugitives, etc?

I mean, they're not used at all. Everyone novadays use JGs.

The main problem is that not every system is connected. That wouldn't be a problem, if there were either only 10 systems OR we had +200 players. The issue is, we can have neither. JG usage is necessairy for piracy, because you don't have as much traders as you used in the past - take into account that taking shortcut with JG is actually risky: there might be hostile player on the other side, JG can disable your shield or you can have a bad luck jumping onto spawned NPC gunboat patrol.

Sure, it's sort of ooRP (I'm saying that as the roleplay purist), but that's why we haven't touched Player List which must be in the times, in which barely 50-60 players are online. In a game, where there are over 100 systems. I don't say I disagree for a more immersion matter, but taking every pros and cons this idea should be scrapped. We aren't MMO with hundreds of players.

Also, it is bad for yet another reason:
F2-F3 to the gate as trader with no-RP.

They are as bad as 10milordai pirates, if not even worse.
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Offline jammi
12-17-2015, 09:26 PM,
#25
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I actually feel comfortable not arguing this concept into the ground because it's such a bad idea that would have such a negative impact on the mod that the devs would never even consider it.
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Offline Hidamari
12-17-2015, 10:30 PM,
#26
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(12-17-2015, 09:26 PM)jammi Wrote: I actually feel comfortable not arguing this concept into the ground because it's such a bad idea that would have such a negative impact on the mod that the devs would never even consider it.

and if they did it would legitimately be the end.
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Offline Teerin
12-18-2015, 06:57 AM,
#27
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I would only consider this if jump gates were then also made disruptable, like trade lanes. That way all the pirate would need to do is prevent the trader from jumping, so then both are stuck there. Even then, that would be just a consideration, with the likely answer still being no.
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Offline Black Jack
12-18-2015, 07:28 AM, (This post was last modified: 12-18-2015, 07:29 AM by Black Jack.)
#28
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I would say that is is bad idea. Because in main missions of Freelancer Juni hacked Jump Gate and went thrue to Alaska.

So pirates doing same. If Jump Gate is hostile they hack it and going thrue.

Also if you close them for all hostiles you need alternative. That means also adding HUGE numbers of Jump Holes to systems where Jump Gates lead. If you won't do that, then pirates won't get to some systems at all.

Even if as Teerin sayed that JG would be disruptable, that i think will crush game because:

1. When you enter Jump Gate animation starts.
2. When pirate disrupt JG you won''t jump, but animation continue....
3. Pirate blow your ass. (This part is not funny because you can't move your ship because of animation).

Or even if that won't crush game, still i'm saying HUGE NO!
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Offline Traxit
12-18-2015, 08:48 AM,
#29
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(12-17-2015, 09:26 PM)jammi Wrote: I actually feel comfortable not arguing this concept into the ground because it's such a bad idea that would have such a negative impact on the mod that the devs would never even consider it.

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Offline Laura C.
12-18-2015, 10:25 AM, (This post was last modified: 12-18-2015, 10:31 AM by Laura C..)
#30
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(12-16-2015, 09:42 PM)Nexodius Wrote: Let me guess your all pirates right? Btw i also see this as a good idea. For you pirates: You dont like the idea because its more comfortable for you to wait by the gate to haunt the traders down! If youwant to pirate work for it! If you cant intercept the transporter befor it jumps your loss better luck next time!
Let me guess, you are a trader, right? For you traders: You don´t like the idea because it´s more comfortable for you to simply silently thrust to gate and jump (which would grant you escape with this idea) or to nearest station and dock. If you want your sweet profit, work for it and deal with fact space is dangerous and pirates are out there. If you want trade without any risk, your loss, better luck with another game.

And yes, this comes from police faction leader...

Now little more seriously - I spent hundreds of hours trading (and was robbed by pirates in tens of cases) and playing law enforcers and only few hours by playing a pirate, yet it is enough for me to know how bad this idea would be. Really, you should go and try it to know how it is, it is mind opening to try all roles that Disco have. Traders already have upper hand against pirates if they know what to do, because lanes are too short, armors too strong, bot/bats capacities too big and there is way too much stations all around the place. From your joining date it seems you are quite new here, so I can understand you don´t know what basic activity chain of Disco is (just briefly - traders trade what creates activity for unlawfuls which pirate them what creates activity for lawfuls which fight with unlawfuls) so it´s logical you think that making pirate´s life really difficult and forcing him to "work hard for his millions" is good thing - long time ago I thought that too. But believe me, it´s not and everybody who is here for longer time can see that unlawful and especially pirate activity is getting rare even without ideas like this one, because things like trade lane bug and waiting thirty minutes for prey which then just silently thrust away to nearest station and dock because it´s not possible to kill armored battletransport fast enough even with bomber are making pirate´s life really difficult enough already.

On a ragebreak. Or ragequit. Time will tell.
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