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Naufragus the Hashishin
Midshipman

Joined: September 17, 2001
Posts: 1253
From: Dallas, Los Angeles, Paris
Posted: 2002-10-02 15:20   
@ gideon ---- not sure what you mean about cruisers going two systems...i tried in vain last night to get to Lacielle from Sol but could only get as far as Sirius before the gates stopped working.. i needed no fuel...also did it in a dread...so thats 6-7 systems on one tank
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2002-10-02 16:06   
Ahhh, the Jump Gates. They do tend to shrink the MV, don't they?

I was talking about direct jumps. Under the old jump drives, I could get half way across the MV on one tank of fuel by using Jump Gates.

They really make the MV much smaller. That is why I keep asking that they get removed. They could be replaced with gates that players set up, and which could be destroyed. Or, they could just be left out period.
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Will McBlack
Admiral

Joined: March 25, 2002
Posts: 444
From: The Netherlands
Posted: 2002-10-03 02:41   
Hmmmm no jumpgates? interesting ... this means that a jump from Ross to Luyten is no longer possible in a Combat Dread (and for that matter other dreads) if I m not mistaken ... on the other hand ... BRING IN THE SUPPLY SHIPS!!!

I agree Gideon, remove those jump gates. Perhaps adjust the AM Drive a bit too making it slightly faster than it is now. As to indicate it is really better than the Tachyon, while the tachyon is still great too now (not that I use it but still).
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Ash'elth
Grand Admiral
Galactic Navy


Joined: June 07, 2002
Posts: 1128
Posted: 2002-10-03 10:06   
What makes the AMJ so good is that it chages MUCH faster for dreads/stations than the tach drive
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NightDragon
Cadet

Joined: May 26, 2002
Posts: 893
Posted: 2002-10-03 16:32   
i like gideons idea, player set up gates which are destoryable, it would let engineers do things and plus it will give dreads a place to go, also you could have secert jump gates to systems so the enanmy may not be able to camp them as easily =)

cool idea gid
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Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2002-10-04 06:01   
Hey we play this game so much that even a 7 min jump with a battle fleet would be the highlight of our week!! If youve everplayed " Pax Imperia" youll agree boot the gates. Pls new ship classes, weights should only matter due to the amount of grav you experence, just a a sig bar there should be a grav bar!! ive heard your excuces for not doing that but in a game that strives for realism and is bound by incompatence of zero gs i will all ways choose to be real.

" The business of a general is quiet and secret, fair and orderly." - Master Sun :Book of Sun Tzu

" As I lifted my hand in the air and clentched it in anger I shouted HAIL ZEON, so that there would be no more pain. " - Janis Diekum Princeipality of Zeon
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2002-10-04 09:46   
Well, I like the idea as well, as long as we are able to build jumpgates, I guess it would be great, building a jumpgate somewhere and then be able to spawn (like a homegate under new political system)
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Deleted
Fleet Admiral

Joined:
Posts: 0
Posted: 2002-10-06 08:34   
it would also give scouts (and sensor frigs) a job to do (load up on the scanners to hunt down enemy gates )
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NightDragon
Cadet

Joined: May 26, 2002
Posts: 893
Posted: 2002-10-06 12:22   
i hope this idea is really being considered =)
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Deleted
Cadet

Joined:
Posts: 0
Posted: 2002-10-07 02:34   
Yesss... Removing jumpgates would improve gameplay and tactics... IMHO the jumpgates should be removed. Maybe this way we can get more players - even some with smaller rankings - to play in MV... Not only 15 ships at all like most of the time... I'd love to see the MV more often used than the other servers...

Cu,
{Warhead}
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NoPants2win
Cadet

Joined: February 23, 2002
Posts: 1275
From: Poorly ventilated paint storage facility.
Posted: 2002-10-07 04:26   
Removing JGs wouldnt enhance gameplay it would decrease it. Instead of playing i could watch JUMPING 124 seconds....123 seconds. OOH fun stuff.
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Will McBlack
Admiral

Joined: March 25, 2002
Posts: 444
From: The Netherlands
Posted: 2002-10-07 06:14   
I agree, while useful when gates are camped, using the JG's still gets me faster to the action then long jumps.
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Deleted
Admiral

Joined:
Posts: 0
Posted: 2002-10-07 07:43   
I did not say to remove jumpgates at all but to remove the static ones... One should be allowed to build a small amount of jumpgates (maybe with a minimum distance between them) in a system.

When you start in your home system and want to get to the action, you would use the player-built jumpgates reather than the static ones.

So fast travelling is still possible...
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Will McBlack
Admiral

Joined: March 25, 2002
Posts: 444
From: The Netherlands
Posted: 2002-10-07 08:21   
Hmmmm how will we know where the JG heads too? Are we able to determine the other side of the JG or are they fleet owned? Like every fleet can build 2 JumpGates connecting for instance CD with Luyten ... if we want another start/endpoint either one of them has to be rebuild ...
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Darksworde
Marshal
Pitch Black


Joined: September 06, 2002
Posts: 806
From: The Zoo
Posted: 2002-10-07 08:28   
I think removing static jump gates and adding user creating gates would be a good idea. What would happen is a kind of frontier between factions would spring into existence, increasing the chance of combat in these frontier systems. Any major system capping exercises would then become the domain of major fleet movements with a proper supply train. Personally, I only think this would work with proper orbital platforms, that can defend these gates, ensuring that u dont get the 2 ship, letz cap the Home System Strategy.

Also, any invading fleet would have to ensure that no enemy is left behind as if one of the JG's is destroyed, this would effectively break them off from any re-inforcements. This I believe would add a totally new dimension to the game and move it even more towards a fleet strategy game.

Plus, if a fleet managed to get a foothold in nme territory, it would significantly raise the requirement for allied forces to ensure it stays that way. Going back 2 an incoming development, I believe shipyards would really make the difference on this one.


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'Qu Desiderat pacem, praeparet bellum'

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[ This Message was edited by: Darksworde on 2002-10-07 08:30 ]
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