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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Jump gates, jump holes and traffic

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Jump gates, jump holes and traffic
Offline CzeReptile
09-29-2011, 06:48 AM,
#1
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Posts: 2,238
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Joined: Mar 2009

Based on

' Wrote:In freelancer singleplayer was mentioned that its not enough to have fighter/freighter to be able to fly in another system you also need access codes, unless your pirate, intersystem traffic is highly controlled by owners of jumpgates.

It got me thinking. Would there be a way to employ similar system? You know, lock some folks from using the jumpgate network and only have them use holes. Itd certainly make life more interesting, as well as placing greater relevance on the reputation, licences and police.

[Image: n24ZouO.gif]


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Offline Zukeenee
09-29-2011, 08:30 AM,
#2
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This is one of those things that's been brought up, discussed a lot, and ultimately turned down.

There are too many people (unlawfuls, warring houses, etc.) who rely on enemy Jump Gates to get where they're going.

Think about a Liberty Rogue trying to get from New York to California. If the Gates are locked down to them, they have two other options:
  • Fly through the Badlands to the Texas Jump Hole, fly through the irradiated Texan debris fields to get to the California Jump Hole.
  • Take the Colorado Jump Hole in the Jersey Debris Field, cruise to the Ontario Jump Hole in Colorado, then cruise to the California Jump Hole in Ontario.
Neither one is all that desirable if you're just trying to get to the system next door. While it may make sense in-RP that gates and lanes have been locked to outlaws and the like, players are still allowed to use hostile gates and lanes for the sake of more enjoyable gameplay. As with many things in Freelancer and Discovery, we toss realism out the window for the sake of fun.

[Image: Zukeenee2.gif]
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Offline CzeReptile
09-29-2011, 08:34 AM,
#3
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think hacking, stealing codes and such.

Like lootable item, that allows for one time pass via hostile jumpgate, lootable from NPC patrols?

[Image: n24ZouO.gif]


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Offline r3vange
09-29-2011, 08:34 AM,
#4
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Think practically. Are you sure that if you want to make a new character you'll be ok with obtaining all kinds of permits and proper reps before leaving the system?

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Offline CzeReptile
09-29-2011, 08:37 AM,
#5
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' Wrote:Think practically. Are you sure that if you want to make a new character you'll be ok with obtaining all kinds of permits and proper reps before leaving the system?

Thats another story. As said, its idea up for talking and discussion. There have been all the topics abotu /lockdown and such, im trying to think simpler.

New character - use restart and add items to hold, allowing for such actions as leaving the system.

[Image: n24ZouO.gif]


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Offline r3vange
09-29-2011, 08:41 AM,
#6
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So what will be the RP explanation why a person who just got off-world with the intention to become an intergalactic scumbag has the papers whilst flying a Star Flea and then magically using them when he gets his Barghest of doom?

[Image: r3vange.gif]
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Offline AeternusDoleo
09-29-2011, 08:43 AM,
#7
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' Wrote:So what will be the RP explanation why a person who just got off-world with the intention to become an intergalactic scumbag has the papers whilst flying a Star Flea and then magically using them when he gets his Barghest of doom?
The starflea is likely civilian IDd. The Barghest of Doom better not be. I must admit I have been annoyed at times that military or police chars can't lock out a gate for specific characters, but it'd take quite a bit of FLHook coding to get that sorted - and to my knowledge only Cannon is capable of that, and his plate is full at the moment. So for the moment, changing this is technically unfeasable.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline r3vange
09-29-2011, 08:51 AM,
#8
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Well according to vanilla FL you can lock even a jumphole, however as I pointed out this will not only create RP diffictulties but balance ones too, not to mention a massive abuse potential. Example lock the Bering gate save Texas from he RM...People will go on a rampage locking things for others

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Offline Syrus
09-29-2011, 09:02 AM,
#9
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I'd give it a big "Yes! Please!" if there were more jumpholes. Especially inter-system ones (like in NY). But jumpholes only accessable for small ships like fighters, freighters and bombers. So pirates could still move around without having to fly for 10 minutes to go through a big system.

That would also give the freighter one more little reason to exist.

But anyway, I don't think an ID-based codesystem for jumpgates would be that bad, as long as there were more jumpholes. At the moment though I don't think we need it. Big systems are already a huge pain in the rear.

[Image: 7tAtSZe.png]
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Offline CzeReptile
09-29-2011, 09:38 AM,
#10
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' Wrote:That would also give the freighter one more little reason to exist.

Yup, would love to see that.

generally I think pirates and such should be handicaped in moving within house they rob in. You dont make yourself visible on lane, flying 3k from station prior to new dockin on lane, just to pirate 30k down it. Station sees you, sends patrol to investigate. Put aside the fact NPCs cant hurt you. RP point of view, you wanna stay hidden, use holes, fly long distances to rob valuable cargo.

From RP perspective it is valid.
FRom arcade combat game pew pew simulator, its not sadly.

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