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Player Features and Ideas Discussion

 
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Pirate Jumpgates.

Author
shadowace00007
Imperial Academy
Amarr Empire
#1 - 2012-02-20 15:41:04 UTC
Pirate Jump gates.

The Idea.

Simply add jump gates that are not on the over view that interconnects the systems maybe giving shortcuts or just alternative roots. The thought being that they were left behind and taken over or built by the Pirate group or something. That’s a lore thing that only CCP can really decide.

You have to scan them down to find them. But they have Pirate rats to warp in every so offend like belts to guard them. But they also have the ability to scramble, so it’s not the safest way ether.

Maybe even give rats the ability to shut down the gate like Acceleration gates or you need to have a key or good standing with said group to go through (and not be shot). So if you’re not careful or in a hurry you could get grabbed and be forced to fight your way out (allowing other pilots to give chase or lay in wait)

So it would kind of work like a 0.0 Jump bridge but for everyone who finds them and spends the time/effort to use them.

Something else I thought would be cool is if the pirate factions battled over these gates with big fleet battles. So that the owners would change from time to time, and you could run into a pirate ship battle and get to help defend or take said gate to your own benefit. Depending on who you have chosen to ally with.


How this would help?


Give a person who live in an area a way to get around ether faster or to cut off someone who’s in there space.

Also would provide blockade runners a “safe” way to travel even though everyone can find them.

Would encourage exploring unknown systems and enemy territory.

Also would be a good ambush point.

Also would promote getting good standings with Pirate factions.

Down sides.

Could be viewed as a way care bears can get around without running into as many gate camps. Or a way for players to run away.

Would encourage the Home field advantage and might keep players from roaming around as much. Thought I would hope that it would make people want to find them and try to use them against.

Any thoughts?

Born Amarrian Raised Minmatar.

Meditril
Hoplite Brigade
Ushra'Khan
#2 - 2012-02-20 16:29:22 UTC
These things already exists and they are called Wormholes connecting Known-Space with Known-Space.
You will find them in many flavours... from High-Sec to High-Sec or also from High-Sec to 0.0 or also from 0.0 to 0.0... just go out and scan them out!
shadowace00007
Imperial Academy
Amarr Empire
#3 - 2012-02-20 16:32:40 UTC
Meditril wrote:
These things already exists and they are called Wormholes connecting Known-Space with Known-Space.
You will find them in many flavours... from High-Sec to High-Sec or also from High-Sec to 0.0 or also from 0.0 to 0.0... just go out and scan them out!



True but those are not quite the same. they go away every few days if not shorter, and have a mass limit. Also you dont get the interaction with Pirate factions.

The idea was kinda like how you know how to use the backroads to get around town quicker but to someone new there is the designated path to get there.

Born Amarrian Raised Minmatar.

Danel Tosh
The Scope
Gallente Federation
#4 - 2012-02-20 18:21:05 UTC
these gates could be useful for a future smuggling proffesion. we could use them to transport illegal boosters thu high sec without concord intervention.
also just because they wouldnt appear on the overview wont mean that people wont camp them. however since the network wouldnt be public we would see alot less traffic than normal stargates.
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2012-02-20 20:33:46 UTC
Danel Tosh wrote:
these gates could be useful for a future smuggling proffesion. we could use them to transport illegal boosters thu high sec without concord intervention.
also just because they wouldnt appear on the overview wont mean that people wont camp them. however since the network wouldnt be public we would see alot less traffic than normal stargates.



For about a week, before people started selling bookmark sets, before corps started adding them all and before a list of locations was compiled somewhere.
Marsan
#6 - 2012-02-20 21:01:41 UTC
I like this idea but I would add:

1) Gates are not static. They last maybe a week then the pirates move the gate location. At which point the gate must be scanned down. (Maybe also after a given amount of traffic thru the gate.)

2) The LS/NS pirate gate system will always have a gate to a randomly chosen system in a certain region. (Much like a wormhole system has a static wormhole that randomly connects to a given class of systems.)

3) Gate are defended by ships, guns, and the like. These attack anyone without positive pirate standings for that group of pirates.

4)Pirate gates are able to be destroyed.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

mxzf
Shovel Bros
#7 - 2012-02-20 22:49:02 UTC
Danika Princip wrote:
Danel Tosh wrote:
these gates could be useful for a future smuggling proffesion. we could use them to transport illegal boosters thu high sec without concord intervention.
also just because they wouldnt appear on the overview wont mean that people wont camp them. however since the network wouldnt be public we would see alot less traffic than normal stargates.



For about a week, before people started selling bookmark sets, before corps started adding them all and before a list of locations was compiled somewhere.


This.

Either it's a fixed network of gates, in which they will be mapped out within the week and they will no longer be unknown. Or you're effectively replicating k-space to k-space WHs, but with the addition of a few belt rats spawning at the entrance (ooh, scary /sarcasm). Either way, I'm not seeing any justification for adding them to the game, gates work perfectly well as-is.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#8 - 2012-02-20 22:52:02 UTC
Are you talking about wormholes?
shadowace00007
Imperial Academy
Amarr Empire
#9 - 2012-02-20 23:29:41 UTC
First it is not a wormhole It will never connect you to W-space, It is just from K-space to K-space. Also unlike a wormhole It has no mass restriction or limit (Save no cap ships like normal gates). I also do not think they should be moved because even if everyone knows they are there, they will not show up on auto pilot so you will still have to know where you are and how to get where your going using said gates. Yea people will sell them but with no way to prove the BMs are right without buying them I don't think it will really be bought vary quickly.

Okay after reading the comments I think I have a fix.

Instead of scanning it down, Keep in unscannable. and how you find them is by using 1 of 2 skills normally only used in Wormhole. (and maybe somewhere else but I have never seen it outside of WHs.) You scan down a normal site kill all the rats and such as normal but you can chose to salvage the wrecks you can use an Analyzer instead. so you will get a chance to get a bookmark revealing the location. but without good standings the only way to use the gate would be to use the codebreaker on it. Say that leaves the gate open to you for 4 hours or so. that's something CCP would find the right amount of time for.

On the other side if your trying to be friends with the Pirates you could buy the Bookmarks with LP points and because you have good standings you can use it as is.

That would not only give more use to Farly uncommon skills. but would keep the gates less common due to even if you know where they are you need to have good standings or a code breaker with you to use them.

Born Amarrian Raised Minmatar.