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Player Features and Ideas Discussion

 
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WarpGates and Gatewarping ideas. Few.

Author
Anami Sensi
Hellbringer-66th-Brigade
Insidious.
#1 - 2013-11-10 01:44:49 UTC
So i gave it a thought about warpgates, and how those could be more, well, interesting and challenging.
First idea is to focus warpgates direction from where the warp itself comes. See image below:
Image

Point is next: Ships will not spawn on a random location around gate within 15km. Idea is that when ship warps in, there are two things involved in it. First is direction from the warpout system, and second is mass, therefore inertia. So, as image refers, ships will spawn randomly within yellow area, and close/far to the gate, depending on mass. From, lets say 10km for pods/shuttles all up to 30-70km from freigthers all the way up to supers and titans... witch leads us to second upgrade:

0.0 sovholders will be avaliable to upgrade the gate to act as a constant beacon for any ships with their own jump capabilities, dreads, cariers, rorqals, JFs, and even supers and titans. So, if one alliance holds both sides of pair of gates (ex. Jita - New Caldari) they should be able to put upgrade on a gate and allow all those ships to use their own fuel, but warp along two gates, using them as guidance, on enemy territory, for example. This doesent by any chance makes it easier to conqer, for example from Tenal to Cobalt Edge.

Third thing is new module, called Afterwarp. That is a module that is activated only durring warp, and that can push you some amount of distance further from initial point of warpin. so, you can set it, for example, to push you from 10 down to 100km. Just like MicroJumpDrive it warps thru bubbles, so yes it also lends in the middle of it, if situation is such. This could also be upgrade to MJD, for example, to make it first script operated prop mod! :D So, you either have MJD or AW option for your module. doesent work without script.

That is a genuine idea about the matter. Feel free to discuss it! :D Hehe.

Cheers.
Radhe Amatin
Federal Navy Academy
Gallente Federation
#2 - 2013-11-10 12:50:03 UTC
First thing cap ships can`t use jump gates.

Second, your ideas are all anti gate camping...so i can understand its sometimes frustrating to lose a ship to a gate camp but after the first 100 loses you will g t used to it and maybe learn to use scouts,perches , travel fits and any other method u can come up with to get from point A to B in one piece.

Third, the first two covered the point pretty well.
Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2013-11-10 13:13:31 UTC
These ideas aren't necessarily anti-gatecamp in nature if you remove the strange module that can somehow be activated during a session change.

Anami Sensi
Hellbringer-66th-Brigade
Insidious.
#4 - 2013-11-10 14:04:08 UTC
Alvatore DiMarco wrote:
These ideas aren't necessarily anti-gatecamp in nature if you remove the strange module that can somehow be activated during a session change.



You are right about this. activation of a module is too much. perhaps something like inertia modifier, nanofiber or overdrive? Like, adds, donno, 30% to warpout distance to your ship? for example, if your ship warpout speed is lets say, 30km from gate, 1 module will add another 10km to it, next one 7km more, then 3km more etc etc...

Anami Sensi
Hellbringer-66th-Brigade
Insidious.
#5 - 2013-11-10 14:10:08 UTC
Radhe Amatin wrote:
First thing cap ships can`t use jump gates.

Second, your ideas are all anti gate camping...so i can understand its sometimes frustrating to lose a ship to a gate camp but after the first 100 loses you will g t used to it and maybe learn to use scouts,perches , travel fits and any other method u can come up with to get from point A to B in one piece.

Third, the first two covered the point pretty well.


This is not anti gate camping thing at all. At some point it even helps gate campers. You can line up warp disruption bubbles along warpin path, you need to cover less "ground" when trying to decloak someone, and again, your gatecamp can now expect carriers, dreads, titans, everything! :) Well, ofc, if you have a fleet capable of taking down titan to gatecamp, you will prolly get reported, but again, system has no cyno jammer in it (cynojammers still does it work to full, gates with beacon don't work if cyno jammer is active in system). So, you know...