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Player Features and Ideas Discussion

 
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Wormhole - Temporary Stabilizing Gate/device

Author
dackazura
KHUMAAK-FR
#1 - 2014-02-13 14:35:27 UTC  |  Edited by: dackazura
new and better idea
ArrowRead: post #9








My idea is that we can install a gate that stabilizes a wormhole temporarily,
the gate would freeze their degradation.


-the gates come in 3 different size for each empire: small / medium / large.

-the gates will use fuel, the same that the control tower use and from the same empire.
ex : "Caldari Wormhole Stabilizer Gate Small" use "Caldari Fuel Block".

-the gate use 70 or 80% of the fuel required by the same size control tower each hour.
ex: small: 8 / medium: 16 / large: 32.

-the gate need a Gate Charter (same as Starbase Charter) each hour in security space >= 0.5.

-each size of the gate start to decay after a limited time.
ex: small: 3d / medium: 5d / large: 7d.

-Anchoring / Unachoring / Onlining take a lot of time.

- the gate are destroyable.

- need a gate on each side of the wornhole, (so need fuel in each gate).

-if a gate have no fuel, the gate go offline.

-if a gate go offline , the degradation continue with a side effect (short the time left + the mass can pass through),
ex: small: loses 25% / medium: loses 50% / large: 75%.

-if the gate on each side are offline (after activated all gates 1 time)
the time left + the mass can pass through is reduced of 50%.

-if a gate is destroyed, Unachored or decayed (after activated all gates 1 time)
the time left + the mass can pass through is reduced of 50%.

-each days the wormhole loss X% of is time left + the mass can pass through,
ex: small: loses 5% / medium: loses 10% / large: 15%.

- space pirates will come to destroy them and inside the wormhole this is the sleeper who will come,
so you need peoples for protect them =P

- in the probe scan list, the wormhole type will change from "unstable wormhole" to "stable wormhole".

-any player can pass or destroy them.

-their volume are: small: 4 000m3 / medium: 6 500m3 / large: 9 000m3.

- you can't Anchor a control tower next to them, min: 50KM

-you need wait 6h for reactivate of put another gate on any side of the wormhole.
(with luck, you can problably use the same wormhole for 2 week =) )

-the gate have only capaccity for 1d of fuel.



this will cost a lots money for use a gate, probably a large part of your profit =P

i will wait for your comment =)
if you have already seen a similar topic or error in my text / idea said me.


note: sorry for my bad english, i am french. =P
Seliah
Red Cloud Vigil
#2 - 2014-02-13 14:45:05 UTC  |  Edited by: Seliah
I hate the idea, it would kill one of the main things that define w-space and make them fun and dangerous. Might aswell ask for Sleeper spawns in k-space while you're at it, it would save you the trouble of probing wormholes.

But that might just be me.
Altrue
Exploration Frontier inc
Tactical-Retreat
#3 - 2014-02-13 14:52:58 UTC
1- Go check the mobile deployable ideas thread.
2- The idea has been mentionned multiple times, in all its forms (with mass stabilizer, without), you did not invent hot water.
3- For the record here was mine:

Altrue wrote:
Mobile Wormhole stabilizer !

  • Must be put on both sides.
  • Freezes remaining lifetime, does not affect remaining mass.
  • Requires strontium to function (low cost, high volume).
  • Quite expensive (~50 mil each side, ~20k m3 each).
  • Battleship EHP, but can be reinforced when hitting 25% shields.
  • Generates killmails, cannot be scopped in reinforced, cannot affect lifetime in reinforced.
  • Can be onlined in high sec if you put starbase charts in the high sec side, with strontium of course.
  • Remaining strontium determines the reinforced time when reinforced.




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Tabris Katz
The Forgotten Children
#4 - 2014-02-13 18:02:08 UTC
Seliah wrote:
I hate the idea, it would kill one of the main things that define w-space and make them fun and dangerous. Might aswell ask for Sleeper spawns in k-space while you're at it, it would save you the trouble of probing wormholes.

But that might just be me.



I'm with you on this one, also it would make it easier for people to raid wormhole or enemies to find what is an otherwise hidden base.

Personally I don't want my wormhole exits stuck in any place for to long.
dackazura
KHUMAAK-FR
#5 - 2014-02-13 18:47:16 UTC  |  Edited by: dackazura
ok, 7 day is two much. why not : small: 12h / medium: 1d / large: 1d12h

only pirate come attack them in big group with minimum 1 large + 2 medium + ~5-10 small, randomly few time per hour min 1 time per hour from outside and inside (why not pirate in wormhole =P )

when out of full, unanchored or decayed reduce the time left + the mass can pass through of ~80%((after activated all gates 1 time)

if a gate is destroyed ~5min left before the wormhole die (because of the explosion of the gate)

max ~5-10min with a battleship and the gate is destroyed =) (time vary with the size of the gate)

anchoring lvl need: small: lvl 1 / medium: lvl 3 / large: lvl 5


now only big corp with a lot of member can use it and make a good profit

because it cost a lot fuel + need a lot of people for secure the gate
Scuzzy Logic
Space Spuds
#6 - 2014-02-13 19:01:46 UTC  |  Edited by: Scuzzy Logic
I'm more in favor of having an item that would make the timer and mass drop at 1/2, 1/4 or even 1/10 speed. That way wormholes remain more ''wormholes'' than a stabilized gate.

On the other hand, I always liked the idea of having someone transfer power to the gate to make it work.
So, maybe make it reduce the timer to 1/5 speed, but make it so you can restore mass stability to the wormhole by either transfering cap to the gate or putting in cap charges/strontium/blocks. Faction gates could either reduce the timer ticks further or be more efficient at mass recharge. Or have faction be good at one and T2 be good at the other...

We'd probably need different gate sizes though.
Regarding this, you can also have ''Prototype Singularity Stabiliser'' for C1-2, ''Enhanced Singularity Stabiliser'' in C2-3, ''Reinforced Singularity Stabiliser'' for C5-6.

I like the idea of having the ''device'' only on the wormhole side. This would solve most of the destructibility issues of having highsec exits and prevent people from knowing what class the other side is because it's gated.
Tran Tuyen
Amadio Family Enterprises
#7 - 2014-02-13 19:06:22 UTC
I can see it now--why go through the risk, expense, and hassle of moving into a wormhole when you can just stabilize a connection to K space and farm a honey hole from the comfort of a station? Sorry but I'm 99% certain this idea would ruin W-space.

I do think the idea may be intriguing for K-space to K-space wormholes, but I'd be wary of creating yet another method to project power.
Scuzzy Logic
Space Spuds
#8 - 2014-02-13 19:14:52 UTC
Tran Tuyen wrote:
I can see it now--why go through the risk, expense, and hassle of moving into a wormhole when you can just stabilize a connection to K space and farm a honey hole from the comfort of a station?


Then people drop by your system, kill your gate and camp the hole from the w-side. Since you can't attack them on the highsec side they'll just go back and forth until it reaches mass crit and collapses. Carebear tears for everyone!

(This means the feature is good, since tears = awesome)
dackazura
KHUMAAK-FR
#9 - 2014-02-13 19:48:52 UTC  |  Edited by: dackazura
Scuzzy Logic wrote:
I'm more in favor of having an item that would make the timer and mass drop at 1/2, 1/4 or even 1/10 speed. That way wormholes remain more ''wormholes'' than a stabilized gate.

On the other hand, I always liked the idea of having someone transfer power to the gate to make it work.
So, maybe make it reduce the timer to 1/5 speed, but make it so you can restore mass stability to the wormhole by either transfering cap to the gate or putting in cap charges/strontium/blocks. Faction gates could either reduce the timer ticks further or be more efficient at mass recharge. Or have faction be good at one and T2 be good at the other...

We'd probably need different gate sizes though.
Regarding this, you can also have ''Prototype Singularity Stabiliser'' for C1-2, ''Enhanced Singularity Stabiliser'' in C2-3, ''Reinforced Singularity Stabiliser'' for C5-6.

I like the idea of having the ''device'' only on the wormhole side. This would solve most of the destructibility issues of having highsec exits and prevent people from knowing what class the other side is because it's gated.



edited: 2014.02.14 12:55


I like your idea
but each type have different value and anchorin lvl like,
ex:
"Caldari Prototype Singularity Stabiliser'' : time speed modification: 90% / mass ship modification: 125% / anchoring lvl: 1,
"Caldari Enhanced Singularity Stabiliser'' : time speed modification: 85% / mass ship modification: 120% / anchoring lvl: 3,
''Caldari Reinforced Singularity Stabiliser'' : time speed modification: 75% / mass ship modification: 110% / anchoring lvl: 5,

the gate accelerates or slow the wormhole degradation and reduce or increases the mass of ship who pass through.

and why not make that, the ship consume cap charges/strontium/blocks each time they pass the gate and more the ship are big(mass) it consume more cap charges/strontium/blocks
ands for each missing cap charges/strontium/blocks reduce the wormhole life + mass by 0,5%

gate/device life time of ~6-12h who consume charges/strontium/blocks each hour.

gate/device when activated and deactivated (out of fuel, decayed or destroyed) reduce the wormhole life + mass by 2%

they are 2 empire focused on the "time speed" and the 2 other on the "mass ship"
1 of the 2 empire who is focused on the "time speed" have a better "time speed" but have a faulty "mass ship".
1 of the 2 empire who is focused on the "time speed" have a faulty "time speed" but have a better "mass ship".

ex:
"Armar Prototype Singularity Stabiliser'' : time speed modification: 210% / mass ship modification: 60% / anchoring lvl: 1,
"Armar Enhanced Singularity Stabiliser'' : time speed modification: 205% / mass ship modification: 55% / anchoring lvl: 3,
''Armar Reinforced Singularity Stabiliser'' : time speed modification: 195% / mass ship modification: 45% / anchoring lvl: 5,

calculation: warmhole with 20h left + 20 mass;

210% * 60min / 100 = 126min = -2h6min for each hour who pass with the gate activated,
20h * 60min =1200min / 126min = 9.52 (52*60/100=31,2 min)= 9h31min20sec time left before wormhole die.

ship of 5 mass:

60% of 5mass = 3 mass
20 mass - 3mass = 17 mass left before wormhole die.
Tran Tuyen
Amadio Family Enterprises
#10 - 2014-02-13 19:54:52 UTC
Scuzzy Logic wrote:
Tran Tuyen wrote:
I can see it now--why go through the risk, expense, and hassle of moving into a wormhole when you can just stabilize a connection to K space and farm a honey hole from the comfort of a station?


Then people drop by your system, kill your gate and camp the hole from the w-side. Since you can't attack them on the highsec side they'll just go back and forth until it reaches mass crit and collapses. Carebear tears for everyone!

(This means the feature is good, since tears = awesome)
I'm all in favor of tears and it would certainly be fun to watch random highsec scrub-corps get their get-rich-quick wormhole schemes dumpstered, but I have to imagine that

1) these things would require a wardec to attack in highsec, negating this scenario,

2) more capable operators would quickly set up shop farming stabilized wormholes, guarding the highsec entrances if necessary, and

3) even if not, the null alliances would quickly set up their own faming operations based deep in blue space.


Barrogh Habalu
Imperial Shipment
Amarr Empire
#11 - 2014-02-13 19:59:04 UTC
I'm quite amazed that WH stabilizers thread wasn't shot down by forumers immideately on the basis that it's a terrible idea that has been suggested a million times.
Perhaps, times are changing.
Centurax
CSR Engineering Solutions
Citizen's Star Republic
#12 - 2014-02-15 12:34:46 UTC
I think your idea is kinda complicated, but I am not against some way of stabilizing or destabilizing a wormhole you cant have one with out the other in the ever present name of "balance".

Generally it is probably more useful to have a devices that effect the mass of the WH rather than the time it is active. If your WH is in a good spot one day and you want to take advantage of it and you are putting a lot of ships through then repairing mass damage is useful, or you plan on putting a good number of battleships through a hole to siege a tower or something then I guess devices like this will be useful.

Something that collapses a WH would be more useful as jumping large ships through the WH time and time again is just stupid Lol.

Also a WH telemetry probe would be useful as well, something that can accurately tell you the time remaining and the mass left on the hole. Load it into a probe launcher fire it at the WH and you get back the info when show info on the hole, this is available to all.