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No More WHs? |
Kanman Grand Admiral Pitch Black
Joined: August 26, 2005 Posts: 1017 From: Virginia, United States
| Posted: 2006-08-01 23:30  
I hear that Faustus and the other programmers working on the beta are kicking around the idea of removing WH gens completely, or GREATLY reducing their range (to that of, something like 1 side of a system to the other).
What do you guys think of this idea? Personally, I think its not a bad Idea at all. Im standing pretty strongly on the "Pro-removal" side. I would miss it, because it is cool, and pretty special. Makes one feel pretty powerful to finally be able to just crack a WH like that, but it really breaks down the concept of borders and territories if any armada can just simply be ANYWHERE in the MV at the drop of a hat. We have all seen that Home Systems (which in concept were to be thought of as the 'last line of defense' or 'what we are fighting to protect') are really JUST as accessible as anywhere else in the game. WHs being removed would be an effective way of creating a 'front-line' to the war. Some lower ranking players might not know, but most dreads cant make the jump between neighboring star systems one a single tank of fuel, so this would cripple our movement, and make 'deep strike' attacks really mean something.
For that matter, I wouldnt be entirely against the removal of the JGs. Maybe not ALL of them, but perhaps we shouldnt have a COMPLETE transit network. Maybe they should be scattered around, like imagine the current MV, with only..... 5-6 JGs... and NONE leading to Home Systems...
What do you guys think of all this? For it? Against it?
[ This Message was edited by: Kanman *FM* on 2006-08-01 23:49 ]
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Demorian Fleet Admiral Galactic Navy
Joined: October 06, 2001 Posts: 3406 From: Charlotte, North Carolina
| Posted: 2006-08-01 23:43  
FOR.
-Dem
PS. It.
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Bash Fleet Admiral
Joined: February 04, 2005 Posts: 365
| Posted: 2006-08-01 23:44  
we had something like that kan it was 1482
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2006-08-02 00:01  
Well, I am for it. Here's an old idea I came up with about Jump Gates.
Don't mind that Built jumpgate bit...edited an older image...
~Switch
[ This Message was edited by: _x$witchBladex_ the Rum Loving Pirate on 2006-08-02 00:02 ]
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2006-08-02 00:01  
Quote:
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On 2006-08-01 23:44, Bash wrote:
we had something like that kan it was 1482
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| WHs where around in .482..
But yeah. Being around since before WormHoles, it was alot more tactical and fun. Take the Wormholes Out!
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Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2006-08-02 00:11  
two things needed to make the game more fun.
1. remove wormholes completely
2. make the Metaverse SMALLER. like .480 and before kind of MV. that would be much more fun.
so... PRO removal of WH's.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-08-02 00:14  
Removing them means things like camping gates and TRUE progression throught he metaverse as a TEAM come back, and that's what made DarkSpace fun.
Hearing that an enemy force is coming for, say, Barnards Star, means that UGTO can set up a defence before the enemy get there. Instead of the usual "Barnards Star's dead, Kluth/ICC WH'd over and mirved it". It'd mean minelayer type-ships have a purpose and use again (even if its a small one).
Not only that, but it removes the need for zones to sync in real time to make the wormholes work, which actually creates more de-sync in the long run than anything.
Not forgetting that if wormholes are removed, it means shipyards have a much greater purpose. Having a shipyard at the front-line means a whole lot more than it does with a wormhole available. It becomes a hot-spot for action, as the enemy is going to want to take that planet away from you. They want to remove your ability to spawn in that system! Whereas now, people can simply spawn in Sol/CD/Sirius, and be there in 30 seconds via a wormhole.
Keeping dreads fueled system to system requires TEAMWORK, and surprise surprise, THIS IS A TEAMWORK BASED GAME (OMFG?!?!?). Deep-strikes into enemy controlled space will require WORK (again, OMFG?!?!?!?). It's not a simple point and click afair to get to the enemies home system anymore. Creating frontlines will increase the chances of battles, and create hotspots for battles, especially if there are bottlenecks (many systems leading to a single system).
Removing them fixes so many problems. I can't see a reason to keep them, other than getting around planetary dictors IN-SYSTEM.
Like Dem said.
- Jack
[ This Message was edited by: BackSlash *Jack* on 2006-08-02 00:21 ]
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Kanman Grand Admiral Pitch Black
Joined: August 26, 2005 Posts: 1017 From: Virginia, United States
| Posted: 2006-08-02 00:15  
im really surprised at how this is going... When I posted it, I figured it would just be something interesting to discuss the pros and cons of, but now its like I have started some kind of petition. LOL sweet. Anyway, keep it going... maybe they will listen while they peck away at the program... or get an idea or two...
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$yTHe {C?} Grand Admiral Sundered Weimeriners
Joined: September 29, 2002 Posts: 1292 From: Arlington, VA
| Posted: 2006-08-02 00:17  
Well, I don't want to get banned by Dem, so..
FOR
PS
Save the Internet
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Zeritu Grand Admiral Pitch Black
Joined: December 02, 2002 Posts: 264
| Posted: 2006-08-02 00:25  
WH's where made for the Bigger map we had and just need to go back to it.
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2006-08-02 00:26  
Im really neutral on this thing about keeping or removing whs.
Keeping whs have the advantage of making stations/dreads more important in ds and allowing sudden attacks deep into enemy systems. The downside to whs is its really hard to stop an enemy which uses a wh to attack deep into your systems, kind of removing the frontline concept, not to mention all the headaches revolving around wh fishing. But if whs are to stay, I say put a range limit on to them.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2006-08-02 00:30  
I think wormholes should have the range of inside the system jumpgates.
Discuss.
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2006-08-02 00:48  
I think splitting up the circle of Jump Gates again (why were they connected in the first place?) is just as important as any removing/nerfing of WHs would be.
FOR
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Sauur Chief Marshal Praetorian Wolves
Joined: November 30, 2004 Posts: 475
| Posted: 2006-08-02 01:31  
FOR
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-Spyros Kat- Vice Admiral
Joined: October 29, 2003 Posts: 41 From: Hampton Bays, NY
| Posted: 2006-08-02 01:38  
I think take them out completely, Having it with in system range also eats away at the formation of tactics. If there are planetary dictors, it encourages you to split up into formations, or to meet at a better point in deep space to strike from.
If I misspelled anything, it's because I am sleepy.
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