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Topic Summary

Posted by: Steve Walmsley
« on: February 07, 2019, 09:21:41 AM »

Can  you remove a "stabilised gate" using the SM?

Yes you can.
Posted by: IanD
« on: February 07, 2019, 07:44:01 AM »

I must be one of the few people who liked the old style jump gates when you required components. It stopped jump gate spam, diverted a small amount of industry and opened up the possibility of making them destroyable. I wish Steve would make the old style gates an option via a check box. The added micromanagement was minimal.

Can  you remove a "stabilised gate" using the SM?
Posted by: MarcAFK
« on: December 10, 2018, 06:09:13 AM »

I realize this is an old topic now, but there is a button to destroy Jump gates on the system information window when spacemaster is on.
I have used it before, but only sparingly when theres some narrative justification for it.
Posted by: Jovus
« on: May 15, 2018, 02:09:39 AM »

Steve has already been tweaking the AI so that they have different (and varying) strategies when it comes to JGs. Some will go crazy like they do now; others will show varying degrees of caution.
Posted by: Rich.h
« on: May 15, 2018, 02:00:21 AM »

While I can agree from a strategic point that JG are permanent and designed as a double edged blade. There is one problem here, that is of NPR gate builders. They simply run around the entire galaxy building gates on every spot they find regardless of how close it is to their own boarders.

If JG are to remain a permanent fixture if Aurora C then can we have the method of NPR gate builders looked at, perhaps make it so they only build gates say X numbers of jumps away from a system with an existing colony of X population?
Posted by: Jovus
« on: May 05, 2018, 06:20:41 PM »

The threat of jump gates is not that your enemy will use yours to move a whole fleet.  The threat is that your enemy's force is now much logistically lighter.

Exactly. it's a grand strategy threat, not a local strategy threat. So he can stage and build an assault much more easily. However, if he's using jump gates on the final leg of the assault, he's doing it wrong - unless he's just pouring in so much tonnage that it just doesn't matter that you have several minutes to tear him apart before he gets any response, or you're not guarding the point in the first place.
Posted by: Barkhorn
« on: May 05, 2018, 06:06:11 PM »

Frankly, if your enemy is using jump gates to attack you instead of doing squadron jumps, he's easy meat anyway to any jump point defense force you have on-station. Using a jump gate entails several minutes of jump shock.
The threat of jump gates is not that your enemy will use yours to move a whole fleet.  The threat is that your enemy's force is now much logistically lighter.  He has no need for jump ships.  He could pour raiders through the gate, scattering them throughout your network.

There's also the scorched earth idea.  If you're going to lose a system, it is in your best interest to ruin it.  Who knows when you'll be able to retake it?  You don't want your enemy to get much use out of it.  The more work he has to do to make it useful, the better.
Posted by: Kurt
« on: May 05, 2018, 03:30:40 PM »

Frankly, if your enemy is using jump gates to attack you instead of doing squadron jumps, he's easy meat anyway to any jump point defense force you have on-station. Using a jump gate entails several minutes of jump shock.

I had forgotten this, but unfortunately, in this case it doesn't matter.  The race that would consider destroying the jump gate also has no fleet to speak of.  Leaving the only option - dig in, and dig deep. 
Posted by: Jovus
« on: May 05, 2018, 08:03:06 AM »

Frankly, if your enemy is using jump gates to attack you instead of doing squadron jumps, he's easy meat anyway to any jump point defense force you have on-station. Using a jump gate entails several minutes of jump shock.
Posted by: Kurt
« on: May 05, 2018, 06:45:44 AM »

I may even formalise 'jump point stabilisation' in C# Aurora.

Hmmm...given that you intended for them to be permanent, well, that closes out that line of enquiry.  It just seemed like an option to forestall some annoying attacks, but even if you didn't intend for them to be permanent, it wouldn't really be fair.  After all, the NPR's can't remove jump gates.  Oh well. 
 
Posted by: Steve Walmsley
« on: May 05, 2018, 03:47:57 AM »

I may even formalise 'jump point stabilisation' in C# Aurora.
Posted by: Barkhorn
« on: May 05, 2018, 12:02:53 AM »

You should be able to destroy them.  Whether they're a stabilization process or a facility, it makes no sense that you can't undo it.

They could still be a stabilization process, and destroying them takes a great deal of firepower.  That way if an enemy gets access to your jump network, you need to use fleet assets to close it down.  You can't just turn it off in an instant.  Your fleet needs to actually get there and blow the gate up.
Posted by: JacenHan
« on: May 04, 2018, 05:53:15 PM »

I believe there was some discussion in an AAR thread a while back, but the short answer is no. I can't quite remember exactly why, but it had to do with Steve wanting building jump gates to be a risk to the player, and being able to destroy them would reduce that. There was no particular in-game justification, but I personally usually RP jump gates as a permanent stabilization process, rather than a physical construct.
Posted by: Kurt
« on: May 04, 2018, 04:52:18 PM »

I did a search on this but the only thing I found was an old discussion in 2009.  That was a few versions ago, so I thought I'd ask. 

In the current version of Aurora is there any way to destroy a jump gate.  If so I can't find it.  If not, is there any justification for this within the game? 

Kurt