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Posted by: MagusXIX
« on: March 25, 2014, 03:50:35 PM »

I also think a physical gate should be present, at least so theres some tactical consideration in regards to defending your gates or destroying enemy gates.

The enemy's gate is down!
Posted by: MarcAFK
« on: March 25, 2014, 01:03:59 AM »

I also think a physical gate should be present, at least so theres some tactical consideration in regards to defending your gates or destroying enemy gates.
Posted by: MagusXIX
« on: March 24, 2014, 01:20:18 PM »

I'd prefer simply making them destroyable.  Some big structure that stabilizes a wormhole.  It could be rather like attacking a shipyard or orbital habitat.
Posted by: Triato
« on: March 23, 2014, 08:40:50 PM »

My recollection is that this is official canon, as of a discussion ~3(or a lot more?) years ago.

John

I probably read it in an AAR and forgot about it.
Posted by: Wolfius
« on: March 23, 2014, 05:23:29 PM »

But ... but ... *I* literally jumpgate everything.  Why waste hull space on jump drives for anything but grav survey boats?

I like RPing jump tech as really hard. I never use jumpgates and have taken to not researching beyond the minimal jump tech so my combat formations are built around a dedicated jumpship with a big crude jump engine. So I'd rather enjoy some way of limiting or preventing AI jumpgate spam.

More recently I'm been scenarioing ruins-rich with the aim of only using recovered jump drives, tho these plans are on the back burner because I thought it would be fun to do a non-sol star in the companion of a binary 9400 AU distant and, uh, gonna be a while before I've colonised the inner system to the extent of supporting exploration. :p.
Posted by: MarcAFK
« on: March 23, 2014, 12:54:40 AM »

Look at it this way, Jump engines are finely tuned for a certain ship size, they operate in one short burst then have time to cool down. Whereas a jump gate is massively overpowered to the extent that any size ship can fit through, and support nearly infinite volume of traffic, whatever physics bending tricks a gate needs to operate in thus way would surely have severe side effects to not only electronic systems but one should assume also biological entities. Whereas a military vessel needs to avoid as much as possible anything that could affect highly sensitive and dangerous equipment, even to the extent of their engines being a tenth as powerful as commercial drives, but being far more sensitive, redundant, and one would assume safer.
Posted by: sloanjh
« on: March 23, 2014, 12:06:12 AM »

I see jump gates as stabilized wormholes, as if a jump engine has done a permanent job. If jumpgates were some kind of space station it would  need materials to be built, personel and it would be destroyable (and there would not be natural jump gates).

My recollection is that this is official canon, as of a discussion ~3(or a lot more?) years ago.

John
Posted by: Triato
« on: March 22, 2014, 12:56:53 PM »

I see jump gates as stabilized wormholes, as if a jump engine has done a permanent job. If jumpgates were some kind of space station it would  need materials to be built, personel and it would be destroyable (and there would not be natural jump gates).

Posted by: QuakeIV
« on: March 20, 2014, 02:29:16 PM »

I choose to ignore it because its weird.
Posted by: Erik L
« on: March 20, 2014, 10:33:09 AM »

Really?  I had no idea.  It also seems a little backwards to me that something built in to a ship could be more effective than the massive installations that I imagine jump gates are (not to mention the extra build cost/logistics/time required to build a gate.)  Weird.

My not knowing this is probably the result of never finding any hostile races in my games.  40+ systems surveyed in my current one and nary an alien in sight.  Not even any precursors.  In my previous games, diplomatic teams were so easy to come by and so effective that the few races I have found quickly became allies.  Might have something to do with my very slow playstyle, too.

Look at it as the sensors on board ship are more finely tuned to the on-board jump drives rather than the massive gates.
Posted by: MagusXIX
« on: March 20, 2014, 10:00:40 AM »

Because using a jump gate gives you a much longer time of sensor blindness than using jump drives (and squadron jump) for example.

Really?  I had no idea.  It also seems a little backwards to me that something built in to a ship could be more effective than the massive installations that I imagine jump gates are (not to mention the extra build cost/logistics/time required to build a gate.)  Weird.

My not knowing this is probably the result of never finding any hostile races in my games.  40+ systems surveyed in my current one and nary an alien in sight.  Not even any precursors.  In my previous games, diplomatic teams were so easy to come by and so effective that the few races I have found quickly became allies.  Might have something to do with my very slow playstyle, too.
Posted by: Hawkeye
« on: March 19, 2014, 11:25:38 AM »

Because using a jump gate gives you a much longer time of sensor blindness than using jump drives (and squadron jump) for example.

Imagine you are invading an enemy´s home system.
You jump your fleet in using a gate.
Now let´s assume the enemy is guarding the warp point.
That enemy now has several minutes where he can pound your ships with impunity, ´cause you can´t even see who is shooting at you (except for passives), let alone shoot back.
Posted by: MagusXIX
« on: March 19, 2014, 08:24:59 AM »

While everyone is on their AI wishlist, I would love the AI didn't literally jumpgate everything :|

But ... but ... *I* literally jumpgate everything.  Why waste hull space on jump drives for anything but grav survey boats?
Posted by: Steve Walmsley
« on: February 21, 2014, 02:41:35 AM »

Man, this campaign really drives home how stupid and aggressive the NPRs are. Especially since you aren't even trying to write about the diplomatic smegstorm that would be cropping up in a situation like this. It's a very noticeable change from the other campaigns - instead of talking with the other factions as equals, the Jovians here are standing back and watching everyone tear each other apart like mad dogs in a gladiatorial pit.

Yes, the NPRs really need some diplomatic options :)

I intend to overhaul diplomacy completely at some point so I'll fix that element of NPR behaviour them.
Posted by: Vanigo
« on: February 18, 2014, 12:07:10 PM »

Man, this campaign really drives home how stupid and aggressive the NPRs are. Especially since you aren't even trying to write about the diplomatic smegstorm that would be cropping up in a situation like this. It's a very noticeable change from the other campaigns - instead of talking with the other factions as equals, the Jovians here are standing back and watching everyone tear each other apart like mad dogs in a gladiatorial pit.