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Player Features and Ideas Discussion

 
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Scannable Smuggler Stargates that work..

Author
Beat General
Doomheim
#1 - 2012-04-17 10:15:16 UTC  |  Edited by: Beat General
So I was reading a wiki article about Stargates in eve online...

and I had the thought: Why not have stargates that are hidden.. You would have to scan them down just like you would have to scan a wormhole or acceleration gate. Instead of taking you into worm space... maybe they could send you a 2-3 systems over... or maybe more.

They would be temporary and would only last a set time. To account for that maybe they could look different.. Either something really shabby looking, or rusty and falling apart... etc.

Most of the gates would deny larger ships from passing through. Since they are not advanced/powerful enough.

So say... only smaller ships and smaller gangs could effectively make use of these gates. The idea is to throw a bone to small gang pvpers. It can give them a small edge over the blobs of enemies. But in return.. if the blob is smart enough they could begin camping said gate if the small roam decides to head back.

It also gives explorers more things to scan for :)

All in all I think it would make things more interesting. It wouldn't be the same as a wormhole, because a wormhole connects to random systems that could be anywhere. These smuggler gates will be more predictable and much shorter range.
Simi Kusoni
HelloKittyFanclub
#2 - 2012-04-17 10:22:20 UTC  |  Edited by: Simi Kusoni
Beat General wrote:
It also gives explorers more things to scan for :)

Christ, it's bad enough that 9 out of 10 signatures seem to be a ladar/escalation site/grav site, I think the last thing we want is more bad signatures.

Beat General wrote:
and I had the thought: Why not have stargates that are hidden.. You would have to scan them down just like you would have to scan a wormhole or acceleration gate. Instead of taking you into worm space... maybe they could send you a 2-3 systems over... or maybe more.

They would be temporary and would only last a set time. To account for that maybe they could look different.. Either something really shabby looking, or rusty and falling apart... etc.

Most of the gates would deny larger ships from passing through. Since they are not advanced/powerful enough.

So say... only smaller ships and smaller gangs could effectively make use of these gates. The idea is to throw a bone to small gang pvpers. It can give them a small edge over the blobs of enemies. But in return.. if the blob is smart enough they could begin camping said gate if the small roam decides to head back.

All in all I think it would make things more interesting. It wouldn't be the same as a wormhole, because a wormhole can connects to random systems that could be anywhere. These smuggler gates will be more predictable and much sorter range.

To be honest, all I would realistically use these for is for blobbing people with fleets of small ships. Bait someone, they have scouts out that see nothing and engage. Fleet jumps in via random gate and blobs target.

Even in terms of moving stuff/fleets it's pretty useless, you'd have to have them all scanned down and mapped out, and then you'd have to navigate manually because autopilot would take you the normal route.

As for camping them, I doubt they'd be used enough to justify camping them. Besides, most people who scan in low/null will be in a covert ops.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Beat General
Doomheim
#3 - 2012-04-17 10:26:01 UTC  |  Edited by: Beat General
Simi Kusoni wrote:


To be honest, all I would realistically use these for is for blobbing people with fleets of small ships. Bait someone, they have scouts out that see nothing and engage. Fleet jumps in via random gate and blobs target.

Even in terms of moving stuff/fleets it's pretty useless, you'd have to have them all scanned down and mapped out, and then you'd have to navigate manually because autopilot would take you the normal route.

As for camping them, I doubt they'd be used enough to justify camping them. Besides, most people who scan in low/null will be in a covert ops.


Well... Just have them stop working after too many people pass through. Similar to a Wormhole. Or maybe... Too many people cannot pass through in a short period of time. As the weak "homemade" stargate has to "recharge".

Like... 4-5 people per 20 minutes or something of the like.

The idea was never for moving large fleets, instead for small gangs to be a bit more mobile.

And nobody is forcing you to camp them :P It was just an example/idea.


Don't focus too much on the specifics of my post, instead try to think of the idea as a whole.
Alison Ovaert
Doomheim
#4 - 2012-04-17 10:34:28 UTC
I like this idea.

Small gangs pvp fleets are pretty rare sight in eve IMO.

This can help add a little incentive for them to be more common.

+1
Mark Androcius
#5 - 2012-04-17 11:17:31 UTC
Simi Kusoni wrote:
Christ, it's bad enough that 9 out of 10 signatures seem to be a ladar/escalation site/grav site, I think the last thing we want is more bad signatures.


+500 for you on that one, i hate useless Ladar sites and grav sites don't make enough isk for the effort ( usually at least ).
killorbekilled TBE
The Scope
Gallente Federation
#6 - 2012-04-17 12:11:41 UTC
ive often thought about this when ever i encounter a smuggler gate as they are now

and i think to my self how can this be a smuggler gate when any one with an over view access it?

+1

:)

Simi Kusoni
HelloKittyFanclub
#7 - 2012-04-17 13:48:53 UTC
Beat General wrote:
Well... Just have them stop working after too many people pass through. Similar to a Wormhole. Or maybe... Too many people cannot pass through in a short period of time. As the weak "homemade" stargate has to "recharge".

Like... 4-5 people per 20 minutes or something of the like.

Hmm, so why not just ask for more low-mass k-space to k-space wormholes?

I already use them sometimes, although only when they cover long distances. I must admit ones that cover 3-4 jumps still seem useless to me though.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Oregin
Phoenix Naval Operations
Phoenix Naval Systems
#8 - 2012-04-17 20:43:53 UTC
I like this idea. It'd add a new dimension to exploring eve and gives everyone a reason to get some probes out and get to know the region that they live in.
I also agree that they should be unreliable and maybe need a recharge time or something due to dodgy capacitors.

You could even add in a bit of a random chance that they'll fire you to the wrong system?

Or make it such that occasionally ships (along with pod) get vaporised? You'd have to be talking tiny chances of this, maybe 1 in 100 or something.

This could be particularly good for low sec, you could even make them exclusive to low sec? Especially good if they only work for smaller ships, can give a boost to the smaller gangs.

What if you need a hacker module to access them also? Would gimp your fit a bit but you could organise for one of these in fleet and make it take time to start the gate up (possibly with the added advantage of giving them longer range than 2-3 to compensate the time taken?)

Nice idea.

Jack Miton
School of Applied Knowledge
Caldari State
#9 - 2012-04-18 02:38:55 UTC
They already have these, theyre called wormholes...

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Markus Reese
Deep Core Mining Inc.
Caldari State
#10 - 2012-04-18 02:50:48 UTC
I liked this idea, but have an addition to it I thought a long while ago to go along with security standings. Security access jumpgates. Min/max standings required to use. FW groups would get unique jumpgates to others they control, These would work by faction standings. Pirates would get ones for combination of good pie standing and -sec ratings. Essentially staging zones for pvp with their own security (no fighting deadspace) being fixed access, the entries could be camped assuming they used acceleration gates.

The idea also added for sec above 5, entry to higher securities for ship movements. This one is more of an "I think this would be cool" feature where caps cannot target in highsec, but can use the gate network to cyno around. Just gates. Thought it would be interesting is all.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Rawls Canardly
The Scope
Gallente Federation
#11 - 2012-04-18 04:41:46 UTC  |  Edited by: Rawls Canardly
I'd make them permanent, NPC corp owned, and totally unmapped. Also, unless you've got a hacker module on, you need 9.0 standings to use them, and trying to hack them will get you jumped by npc's of the appropriate corp if you fail.

More would show with each failed cycle, until you're simply overwhelmed. (neutral rep would trigger an extra spawn just for them on each failed cycle, so you can't just concord-tank it like in the old days.) a proper hack would enable a 30 second window where anyone of any standing can use the gate,

This would blend PvP and PvE a bit more, as anyone who wanted to use the private gate would need to have good standings, or just try to fend them off and pray the hacker module works fast...


I really like this idea.
Jint Hikaru
OffWorld Exploration Inc
#12 - 2012-04-18 09:47:56 UTC
Could be a useful (although random) way of gettwing between High and Low Sec space and avoiding gate camps.

I like the idea.

Give them a time limit, allow any amount of ships through in that time, but maybe restrict size.

These should never have any connections with wormhole space.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Rimase
#13 - 2012-04-18 10:19:02 UTC  |  Edited by: Rimase
Re-invent to upcoming new Micro-Jump Drives to lock-on to adjacent solarsystems having you appear randomly anywhere within that neighbouring solarsystem. This also allows for going 'offroad' from Stargate routes!

Difference with what I suggest here of the Micro-Jump Drive modules compared to ship-hull Jump Drives and Jump-Portal Bridges is they do not necessarily require a Cynosural Field signature! Instead, they use the influence of the solarsystem's multiple energies to lock-on working similarly yet very much inaccurately to Stargate's. However, a Cynosural Field will magnetize 'micro-jumpers'.

- Offensive tactic: Micro-Jump into neighbouring system appearing randomly anywhere (randomly spawn anywhere within system).
- Defensive tactic: Use a Cynosural Field to prevent 'micro-jumpers' from an elusive appearance within the solarsystem (prevents random spawn location).
- Smuggler tactic: Avoids Customs at Stargates!

Looking to join Caldari Faction Warfare corporation!

Beat General
Doomheim
#14 - 2012-04-19 04:15:56 UTC  |  Edited by: Beat General
Rimase wrote:
Re-invent to upcoming new Micro-Jump Drives to lock-on to adjacent solarsystems having you appear randomly anywhere within that neighbouring solarsystem. This also allows for going 'offroad' from Stargate routes!

Difference with what I suggest here of the Micro-Jump Drive modules compared to ship-hull Jump Drives and Jump-Portal Bridges is they do not necessarily require a Cynosural Field signature! Instead, they use the influence of the solarsystem's multiple energies to lock-on working similarly yet very much inaccurately to Stargate's. However, a Cynosural Field will magnetize 'micro-jumpers'.

- Offensive tactic: Micro-Jump into neighbouring system appearing randomly anywhere (randomly spawn anywhere within system).
- Defensive tactic: Use a Cynosural Field to prevent 'micro-jumpers' from an elusive appearance within the solarsystem (prevents random spawn location).
- Smuggler tactic: Avoids Customs at Stargates!


That would make those modules even more op :\
Fehk Shus
Garoun Investment Bank
Gallente Federation
#15 - 2012-04-19 04:26:21 UTC
Beat General wrote:
...So say... only smaller ships and smaller gangs could effectively make use of these gates. The idea is to throw a bone to small gang pvpers. It can give them a small edge over the blobs of enemies. But in return.. if the blob is smart enough they could begin camping said gate if the small roam decides to head back.


If you're into small gang pvp and hate blobs, use cloaky ships and pick your targets.
Beat General
Doomheim
#16 - 2012-04-19 07:55:00 UTC
Fehk Shus wrote:
Beat General wrote:
...So say... only smaller ships and smaller gangs could effectively make use of these gates. The idea is to throw a bone to small gang pvpers. It can give them a small edge over the blobs of enemies. But in return.. if the blob is smart enough they could begin camping said gate if the small roam decides to head back.


If you're into small gang pvp and hate blobs, use cloaky ships and pick your targets.


No thanks, lol.