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Player Features and Ideas Discussion

 
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Destructible jumpgates and removing local

Author
supernova ranger
The End of Eternity
#1 - 2013-09-30 06:34:01 UTC
(Posting for concept / Not refined)

Moving all locals to delayed format

Jump gates can be destroyed but they leave behind a jump beacon and enough spare parts in the debris to build a new one

Jump stabilizer
- To get through a destroyed jump gate, one must deploy a small mobile structure which stabilizes the broken gate and can be used to jump the fleet to the other side
- One way trip module, you will need two for both directions
- Anyone can use the module when it’s been activated
- Using the broken gate makes it indestructible but will burns out within 30min

Build-able gates
- In alliance tab, gates return intel to a log which anyone can read if the corp and the corps designated people have proper rights.
- A gate has 4 destructible comms units around it which can either be hacked, to receive intel from it for their own purposes, or destroyed to render a black out on the gate.
- Jump gates require sovereignty

Intel mechanics
- Intel can be shared and accepted by alliances
- Hacking a comms unit temporary links the intel one way to that players alliance for a period of time
- Counter hacking can be done to interrupt or stop active hacks from other comms on other gates in other systems but becomes increasingly less effective depending on light year separation
- Hackers and counter hackers face off in a meta game when taking action at the same time
- There are 4x comms unit for every player made gate, only one must be active for intel to be active on the gate
- An active comms unit can detect if players have logged out or into a system but if there is none… no one will know
- Found under Neocom>>Corporation >> Alliance >> Intel
- It looks similar to combat log, (John doe) in (ship type) entered (system x) from (system y) and clicking on an individual system from the list gives you expected players in system (aka, old local information) if there are comms units from ur alliance or allied alliances in system
culo duro
Center for Advanced Studies
Gallente Federation
#2 - 2013-09-30 11:23:36 UTC
All i got to say to this idea... we already got this, it's called Wormholes, go live there, instead of trying to force that form of play onto the rest of eve.

I've starting blogging http://www.epvpc.blogspot.com 

supernova ranger
The End of Eternity
#3 - 2013-09-30 16:30:57 UTC
I don't see how its like wormholes... They just don't have any intel period

just a rough draft anyways
Bydla
The Scope
Gallente Federation
#4 - 2013-10-01 10:34:26 UTC
So basically, a big alliance can kill all the intro gates to a region, permacamp them so they don't repair from the other side, and let the pugs carebear forever? uhm. NO. Also why make possible to destroy a gate, and carry a module which can negate you the fact that the gate is destroyed so you can jump anyways ?! wut. And if u don't have the module you are stuck inside? I don't see any logic tbh
Saarus
TEMPLAR.
The Initiative.
#5 - 2013-10-01 10:43:24 UTC
shuts down any solo/small roaming
0/10
Josilin du Guesclin
Aliastra
Gallente Federation
#6 - 2013-10-01 10:44:18 UTC  |  Edited by: Josilin du Guesclin
Bydla wrote:
So basically, a big alliance can kill all the intro gates to a region, permacamp them so they don't repair from the other side, and let the pugs carebear forever? uhm. NO. Also why make possible to destroy a gate, and carry a module which can negate you the fact that the gate is destroyed so you can jump anyways ?! wut. And if u don't have the module you are stuck inside? I don't see any logic tbh


The logic is simple: I kill your gates, and then use my modules to jump in and out, while you can't leave. I now own you, and get to farm you like a ***** until you log off and uninstall.

It's a horrible idea unless you're a large Alliance, in which case it's merely a bad idea.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#7 - 2013-10-01 10:55:23 UTC
Josilin du Guesclin wrote:
Bydla wrote:
So basically, a big alliance can kill all the intro gates to a region, permacamp them so they don't repair from the other side, and let the pugs carebear forever? uhm. NO. Also why make possible to destroy a gate, and carry a module which can negate you the fact that the gate is destroyed so you can jump anyways ?! wut. And if u don't have the module you are stuck inside? I don't see any logic tbh


The logic is simple: I kill your gates, and then use my modules to jump in and out, while you can't leave. I now own you, and get to farm you like a ***** until you log off and uninstall.

It's a horrible idea unless you're a large Alliance, in which case it's merely a bad idea.




You have no idea how much this would brake the game deeply. Its an horrible idea and deserves to be said twice even thou I'm sure op has no ways to understand how bad his idea is.

About local: grow a pair and move to WH's, don't like WH's? -stfu and deal wiz it or go play league of legends.

removed inappropriate ASCII art signature - CCP Eterne