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Why can't null sec capsuleers or factions shut down jump gates?

Author
Wu Jiaqiu
#1 - 2012-04-18 18:22:14 UTC  |  Edited by: Wu Jiaqiu
I can't imagine why hostile ships can jump through without the permission of the staff working for their faction and living in these gates.
Arkturus McFadden
Anukar
#2 - 2012-04-22 00:38:04 UTC
Great question, I'd love to see an answer to this!

In-story of course, obvious why this wouldn't be possible game mechanic wise :P
Roga Dracor
Gladiators of Rage
Fraternity.
#3 - 2012-04-22 01:03:57 UTC  |  Edited by: Roga Dracor
Because CONCORD owns the copyright on the proprietary software that the Jump Gates use to calculate and intitiate the wormhole dynamics between Jump Gates..Blink

They guard and maintain the operations through the fluid router network. Which no faction, but, apparently, Nation has been able to decrypt..Bear

My suggestion would start with a Yan Jung Microprocessor...Blink

It's no use going back to yesterday, because I was a different person then, and it's a poor sort of memory that only works backward.

Sominus Nexus
Guldan Age Stories
Federation Front Line
#4 - 2012-06-25 22:56:21 UTC
I've always thought that a way to temporarily shut down jumpgates would be awesome. I figured it would work sort of like lighting a cyno where you are more or less defensless if you do it, and the gate is only down for a limited amount of time. Of course there would be 2 reasons to do this: 1. keep people out. 2. keep people from getting out Twisted which I would be mose interested in. in nullsec (where they would most likely even consider something like this), you have bubbles so there is really not much need. Imagine the chaos that could be caused by pulling this on a highsec to lowsec gate!! oh gawd the thought of it Pirate
Boffles
Aliastra
Gallente Federation
#5 - 2012-06-25 23:20:43 UTC
Someone can correct me if I am wrong but I sort of remember that this was address once before somewhere. Probably on the old forums. I will try to write roughly how it was worded but someone correct me or link to the original post.

Unlike other jump systems the jump gates are perminently linked to each other, I believe in someway controlled by the communication networks. To switch one off for a short time would not be possible due to the huge energy requirements.

I am not sure about who runs the gates, I don't think it has ever been stated as Concord, and I thought they were racial (again might be wrong here) Think of it like the internet. It is possible to disconnect from the network, but there are more advantages to being on it. You can't send out a virus or run a hack attack if you can't access the same system.

Check out my latest Chronicle in EON #28 - The Soulless Pilgrim http://www.eonmagazine.co.uk/

AlleyKat
The Unwanted.
#6 - 2012-06-26 11:32:39 UTC
Wu Jiaqiu wrote:
I can't imagine why hostile ships can jump through without the permission of the staff working for their faction and living in these gates.


Fiction>Game.

Think of a reason and 'poof' it becomes real.

The figurative lighbulb above your head is mightier than the pen.

AK

This space for rent.

Istvaan Shogaatsu
Guiding Hand Social Club
#7 - 2012-06-26 14:14:07 UTC
The simplest answer? Because if they could, they would.
Verone
Veto Corp
#8 - 2012-06-26 14:32:01 UTC

Speaking from the perspective of an engineer, maybe it's not practical and takes several hours to get one operational again?

Realignment, recharging, calibration, re-linking to the network et-cetera.

Verone CEO & Executor Veto Corp WWW.VETO-CORP.COM

Viktor Fyretracker
Emminent Terraforming
#9 - 2012-06-26 20:20:24 UTC
Maybe gate operators are required to remain neutral in these matters, which reasons they are run by Concord or by an agency like concord.

I would also guess they have pretty strict rules about the actions of those who manage them. so say a pilot killed the family member of a gate operator while blowing up an astroid mining base to see the pretty explosion, that the gate operator does not "oops" the mass calculations given the to launch systems causing the ship to never exist again.(and I bet being lost in gate transit prevents the clone jump.)

EVE is like swimming on a beach in shark infested waters,  There is however a catch...  The EVE Beach you also have to wonder which fellow swimmer will try and eat you before the sharks.

Palovana
Inner Fire Inc.
#10 - 2012-06-26 20:31:24 UTC
New skill: Gate Jamming (12x)

Jamming of a gate is possible only within 500m of the gate, and must have the appropriate modules fitted. Better modules increase the chance of jamming as does higher skill. Gates are equipped with intrusion intervention systems that will eventually defeat any hack or jam attempt.

Your jamming ship will remain stationary for the full duration of the jamming. A successful gate jam requires 120 seconds to attempt override the gate system and a successful jam lasts from 300 to 600 seconds.

Each skill level reduces the amount of time required to initiate the jam by 5% and increases the chances of jam success by 10%.

Gate jamming is a hostile action and gate sentries will open fire on any ship attempting to jam them.
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#11 - 2012-06-26 23:54:16 UTC
Probably they can. As last resort, you can always blow it up, but CONCORD surely wouldn't be happy about it at all (and CONCORD not blowing you up in-game in null-sec for killing somebody doesn't mean they wouldn't if you ever tried to destroy a gate).

Also like has been suggested, could be that shutting down a gate requires a massive amount of time to bring it online again, if it's even possible without breaking it., and few people would risk to being trapped into their own system for that long.

As a note, remember that CONCORD actually shut down all the stargates leading to Yulai during the incident with the Elders fleet, so it IS possible to do it.
Kielo Night
Kismesis
#12 - 2012-06-28 05:15:26 UTC
The stargates are internally operated.

Deklein Description wrote:
Like a skeletal finger pointing out toward the void, Deklein is a narrow band of stars loosely connected by some of the most ancient gates outside of empire space. The region is so remote, that some of the gates remain the ones found in the original explorations. While in most regions gate crews swap out every five years or so, in Deklein some of these ancient gates have been run by the same family for hundreds of years.

These families have intricate knowledge of their stargates and the network their connected too, it was once the practice that aspiring gatemen would travel to Deklein to do their year and come back “Deklein trained” – an title of some honor which would almost guarantee them a chief gate operator position… of course, some would never return.

With the advent of heavy Gurista presence in the area this practice ceased, although the families still exist, keeping the gate network running and passing on their extensive knowledge to any gate operator crazy enough to run the gauntlet of dangers to reach them.
Alexzandvar Douglass
Motiveless Malignity
Deepwater Hooligans
#13 - 2012-06-28 09:10:26 UTC
I would find it interesting if we were allowed to Destroy a star gate as a "1000 man fleet is coming, we need to do anything we can to delay them", but you would need to rebuild it to get out, or cyno jump out.
Viktor Fyretracker
Emminent Terraforming
#14 - 2012-06-28 15:37:29 UTC
my guess to why the gates that are powered up cannot be destroyed is likely tech babbled away with something about the gravity fields being generated by it cause the shots to never actually hit the gate.

or they generate so much power they simply have armor reps/shield boosters that pretty much could never be broken.

And of course if one blows up an actual fully powered and active gate is it bad? as in like hitting the mass relay in Mass Effect 2 with an asteroid bad?

EVE is like swimming on a beach in shark infested waters,  There is however a catch...  The EVE Beach you also have to wonder which fellow swimmer will try and eat you before the sharks.