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[FAQ
Forum Index » » Developer Feedback » » Building JumpGates
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 Author Building JumpGates
Axalon
Vice Admiral

Joined: June 15, 2003
Posts: 442
From: East Windsor, NJ, USA
Posted: 2003-09-09 18:46   
ok, just hear me out... what if there was a command for build drones or a special kind of drone to build structures like jumpgates. (before you mention this, I know about the new wormhole device) First, you would set up a kind of "scaffold" in space tho where the jumpgate would go. Then, you would ship materials there via trade routes or extractors. Then you would start building the jumpgate or other structure (possibly in sections, bring in the idea of a team of engies to build different parts). The material cost would obviously be very steep and would be limited to within a system (also you can have a cross-metaverse variant, just a thought), so you wont go building 50,000,000,000,000,000,000,000 jumpgates.

P.S: This is more of a theoretical idea. If something similar is implemented, I won't expect it ANYTIME soon.

[ This Message was edited by: Axalon on 2003-09-09 18:47 ]
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OFP
Cadet

Joined: February 10, 2002
Posts: 919
From: USA
Posted: 2003-09-09 18:50   
lol already been suggested...

Um I would rathger NOT have Jumpgates at all...
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Axalon
Vice Admiral

Joined: June 15, 2003
Posts: 442
From: East Windsor, NJ, USA
Posted: 2003-09-09 18:51   
i thought it sounded familiar...
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2003-09-09 19:20   
i even sugested a constructable giant space station that had a bild in jump gate
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Ramius
Fleet Admiral
Agents

Joined: January 12, 2002
Posts: 894
From: Ramius
Posted: 2003-09-09 19:47   
Faustus proposed a dual jumpgate-ship system back in the day. Two ships create a connection between them, for instantaneous transport. Dunno if he still plans on implimenting it down the road or not.
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Roger
Fleet Admiral
Sundered Weimeriners


Joined: November 07, 2001
Posts: 105
Posted: 2003-09-09 20:00   
There could be system similar to Freelancer (as in non instantainious travel, but much faster then normal). Of course without all the unnecessary structures in between entry and exit point.

So basicly you enter gate and it makes you jump faster to another gate. More use for dictors too.
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-09-09 21:25   
All I can say is:

We have been seriously concidering changing jumpgates on some very deep levels for some time now. These conciderations include, but may not be limited to: inter-system jumpgates being player built, inter-system jumpgates being player destroyable, inter-system jumpgates only working for the faction that constructs them.

No definate plans have been made at this time, and it is very possible that nothing will change about them.

Stay tuned for more information.
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-09-09 21:27   
As for duel-jumpgate/jumpgate-in-a-ship systems:

We have already made it publicly known that stations will be losing their jumpdrive and gaining a wormhole generator. This will, in essence, fulfill exactly this proposed role.
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-09-09 23:01   
Whoa, whoa, whoa. Losing their jumpdrive?

Heh, new to me.

Knew about the world generators..
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-09-10 07:01   
Quote:

On 2003-09-09 21:27, Gideon wrote:
As for duel-jumpgate/jumpgate-in-a-ship systems:

We have already made it publicly known that stations will be losing their jumpdrive and gaining a wormhole generator. This will, in essence, fulfill exactly this proposed role.



WHAT?! No more jumpdrives?! Now that makes station nearly useless, except for making wormholes, but since you can simply log to the same shipyard the station spawned....
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Eleda
Cadet

Joined: August 03, 2002
Posts: 438
From: Sunny ol England
Posted: 2003-09-10 09:55   
Quote:

On 2003-09-10 07:01, DOM700 [-IMO-] wrote:
Quote:

On 2003-09-09 21:27, Gideon wrote:
As for duel-jumpgate/jumpgate-in-a-ship systems:

We have already made it publicly known that stations will be losing their jumpdrive and gaining a wormhole generator. This will, in essence, fulfill exactly this proposed role.



WHAT?! No more jumpdrives?! Now that makes station nearly useless, except for making wormholes, but since you can simply log to the same shipyard the station spawned....




Hmm depends. IF the station can set an endpoint away from itself,or if it can move through the wormhole it has created, than this would become a very usefull device. If not then as dom said..useless.
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Narrator
Ensign

Joined: July 23, 2003
Posts: 16
Posted: 2003-09-10 11:36   
Quote:

On 2003-09-09 21:27, Gideon wrote:
As for duel-jumpgate/jumpgate-in-a-ship systems:

We have already made it publicly known that stations will be losing their jumpdrive and gaining a wormhole generator. This will, in essence, fulfill exactly this proposed role.



may i remind you that we were told, that the worm hole is only 1 min open.
so the wormhole tota be minimum 100 GU away from the station otherwise
if you create a wormhole but you stil have to turn your station to it it wil be gone before you wil even have time to enter
or just have the same alingment as the wormhole
or just criate a wormhole that just sucks the station truw and stays open
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Ceridan
Cadet

Joined: May 24, 2003
Posts: 608
From: Canada
Posted: 2003-09-10 12:58   
Quote:

or just criate a wormhole that just sucks the station truw and stays open



Exept for the reading hardness that sentance gave me: I VOTE FOR THAT

oh and player buildable JG would be a good thing, and the near Freelancer style(accelerate the jump drives to a high speed) would be better than insta warp


[edit] corrected spell error, its gave not game
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Ceridan
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have a good day

[ This Message was edited by: Ceridan on 2003-09-10 18:01 ]
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-09-10 14:47   
As I understand it:

Wormholes will have a max range of something around 1,000,000 gu.

One end will be locationally determined by the player, up to the maximum range.

The wormhole will last one or two minutes.

The other end will appear directly in front of the station, at a range that the station may easily enter it's own wormhole should it chose to.

Recharge time would be comperable to it's current jumpdrive charge time.

Wormholes are two way.

The opening of a wormhole will cause some kind of easy to recognize alert within a certain radius of it's endpoints. This radius has yet to be determined. This is because the spacetime disruptions caused by an artificial wormhole are easy to detect. Each endpoint will probably appear on the nav screen for all vessels within a certain range of them. Range of detection/alert has yet to be determined.

We have yet to decide whether they may have any endpoints within an interdictor field. It is undecided whether friendly interdictors will affect either endpoint, or whether prevention would be limited to hostile interdictors or no interferance at all.



Anyways, we definatly want to insure that stations can use their own wormholes, that they are a useful means of transit, and that they cannot be exploited to disrupt the game.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2003-09-10 18:32   
mm qeustion is the worm hole a 2D object or is it a 3D and if its 3d has it mass
like if you exidental would open a worm hole and the end would be ON a parked ship would it be destroyd or sucked truw
+ if its sucked truw i would like to see a station suckign a whole fleet in
and the other qeustion how large wil the wormhole be ?
40 GU wide (i station wont fit in that) 120 gu ??

qeustions qeustions there a pain in the ass but i would like to know
or just ask qeustions there totaly not known ATM or stil have to be generated
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