Jump Gates / Warp Gates .
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Jump Gates / Warp Gates .
Hello, All;
I have a question regarding the "Jump Gates" as seen in FC-2.
They are made by humans, yes? Can they be targeted and destroyed the same as a ship (I can see an example being to strand a player's fleet where it cannot escape).
If they can be targeted, what would be their 'hull points' or damage range?
I have a question regarding the "Jump Gates" as seen in FC-2.
They are made by humans, yes? Can they be targeted and destroyed the same as a ship (I can see an example being to strand a player's fleet where it cannot escape).
If they can be targeted, what would be their 'hull points' or damage range?
Mack_me_Bucko- Messages : 109
Date d'inscription : 14/09/2017
Age : 62
Localisation : St. Louis, Missouri, USA
Re: Jump Gates / Warp Gates .
That could be usefull for a special scenario.
We could imagine that jump gates have a very strong structure. What about a class 3 ? Without any firepower of course.
We could imagine that jump gates have a very strong structure. What about a class 3 ? Without any firepower of course.
Dernière édition par latribuneludique le Jeu 21 Sep - 5:17, édité 1 fois
Re: Jump Gates / Warp Gates .
I might even go higher than three, even up to five. One could say the gravitational field around them that enables their use as jump gates, also makes them very hard to hit. It would then have to be a conscious strategy decision to hammer away at a jump gate in order to destroy it.
Mack_me_Bucko- Messages : 109
Date d'inscription : 14/09/2017
Age : 62
Localisation : St. Louis, Missouri, USA
Re: Jump Gates / Warp Gates .
Very good question.
In my mind they are huge structures, really gigantic. They deal with tremendous amount of energy. But of course they can be destroyed indeed. Two solutions:
- treat them like a ship with hull points. In this case, I would give them at least 30HP. Could be more.
- Treat the like Battle Station and Colony that can not be reasonably destroyed by ship standard weapons at the scale of one battle. Then, you can use Siege Missiles (aka gamma war head) with 1 2 or 3 hits to be destroyed. (I would say 2).
Look at this :
https://en.wikipedia.org/wiki/Jumpgate#/media/File:X3_Jumpgate.jpg
https://www.extremetech.com/extreme/241674-star-citizen-developer-chris-roberts-clarifies-engine-change-promises-move-amazons-lumberyard-wont-delay-game
https://www.pcgamesn.com/eve/eve-rubicon-changelog-reveals-youll-be-able-build-your-own-facilities-and-infiltrate-pirate-bases
In my mind they are huge structures, really gigantic. They deal with tremendous amount of energy. But of course they can be destroyed indeed. Two solutions:
- treat them like a ship with hull points. In this case, I would give them at least 30HP. Could be more.
- Treat the like Battle Station and Colony that can not be reasonably destroyed by ship standard weapons at the scale of one battle. Then, you can use Siege Missiles (aka gamma war head) with 1 2 or 3 hits to be destroyed. (I would say 2).
Look at this :
https://en.wikipedia.org/wiki/Jumpgate#/media/File:X3_Jumpgate.jpg
https://www.extremetech.com/extreme/241674-star-citizen-developer-chris-roberts-clarifies-engine-change-promises-move-amazons-lumberyard-wont-delay-game
https://www.pcgamesn.com/eve/eve-rubicon-changelog-reveals-youll-be-able-build-your-own-facilities-and-infiltrate-pirate-bases
Didier (CG)- Messages : 241
Date d'inscription : 02/12/2015
Re: Jump Gates / Warp Gates .
Thank you for the reply, Didier. Yes, I can understand these would need to be massively large to function, so targeting them should be equally difficult. I suppose this is something that needs to be tested more, since destroying them would only be feasible in certain scenarios. If one were destroyed, you would therefore trap whatever part of your fleet was in that area of space as well as the enemy's fleet.
Mack_me_Bucko- Messages : 109
Date d'inscription : 14/09/2017
Age : 62
Localisation : St. Louis, Missouri, USA
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