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Player Features and Ideas Discussion

 
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Disabling 0.0 Stargates

Author
Tailan Obasek
Horngry Hands
Horngry Chefs
#1 - 2014-06-03 21:24:11 UTC
Disabling Null-Sec Stargates


Basic Idea:
Alliances should be able to attack Null Sec Stargates and disable them, preventing any direct movement between two systems.

As I read many forum threads regarding the current state of Null Sec, I began to think of ways small alliances could take sov in mostly empty null sec. Being able to disable stargates in Null Sec could be one of these ways. You would only be able to attack stargates in very low truesec systems, and it would take about as long to disable a stargate as it would to destroy a medium or large pos, without the reinforcement timer. Once disabled, the stargate would be inoperable for about half a week or so, enough time to take sov in systems with no stations, but also enough time to prepare a counter-attack.

This would help small alliances take sov, help existing entities defend their own territory, and would probably go well with player-built stargates in the future.

This is probably a horrible idea, but tell me what you think anyway.Big smile
Lloyd Roses
Artificial Memories
#2 - 2014-06-03 21:31:55 UTC
:popcorn:

(activate the cynojammer for max ISK/hour)
Ray Kyonhe
Aliastra
Gallente Federation
#3 - 2014-06-03 21:44:31 UTC  |  Edited by: Ray Kyonhe
Tailan Obasek wrote:

Basic Idea:
Alliances should be able to attack Null Sec Stargates and disable them, preventing any direct movement between two systems.


I don't think it's a good one. It has potential to totally disrupt subcapital freedom of movement. If those gates could be not just disrupted, but movement through the system could be restricted to some narrow corridors between gates in it - that would be slightly better approach, but I will refrain from further discussion 'cause nullsecs' strategy and politics are too beyond my current knowledge.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ame Umida
Federal Navy Academy
Gallente Federation
#4 - 2014-06-03 21:48:43 UTC
You trying to break the game?

-1
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#5 - 2014-06-03 21:51:34 UTC
Posting in a stealth buff capitals thread.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2014-06-03 22:11:14 UTC
Yes, because what we need is completely safe space to rat in.
Zan Shiro
Doomheim
#7 - 2014-06-03 22:55:50 UTC
so....only wh'ers will be able to roam these systems?

Blob shuts down gates.

They either kill any neut cyno's with a quickness or opt to cyno jam it.

So wh's are the only way in or out not in blue caps (or titan bridged). And that be until they really want their privacy and collapse them.

You boosting wh entrance/exit numbers in 0.0 to compensate for this or jsut leaving it the random 1 here, 1 there it is now?


SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#8 - 2014-06-03 23:35:01 UTC
No, at least not yet.

When we're going to be able to build our own gates, we'll have to get to the other side in the first place somehow. Imo that's what the SOE ships where introduced for, you'll need one of those to make an interstellar jump without target beacon.

If that jumping mechanic exists, you're free to toll, destroy, disable every and any gate you like.

Right now this would turn 0.0 into "I'm so safe you can't even enter my system"-space.