Hostile Jump Gates
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- Commander
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Hostile Jump Gates
Would it be possible to make jump gates that are hostile inaccessable to ships,
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- Commodore
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Re: Hostile Jump Gates
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- Commander
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Re: Hostile Jump Gates
not just shooting you, but have the gate be locked to hostile players, forcing them to use alternate routes to reach the other systems
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- Lt. Commander
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Re: Hostile Jump Gates
I think it would seriously impede some people, just taking jumpholes and stuff can take a lot longer sometimes. However, it is more realistic, and most people know their JH routes pretty well, so i'm torn as to weither or not it's a good idea. I have no idea if it's possible, but I would think so.
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- Sqdr. Commander
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Re: Hostile Jump Gates
I'm not totally sure if it's possible to get from anywhere to anywhere using only jumpholes. It would be more realistic, yeah, but I don't really see how it would make the game more fun to play :) And you can always mess around with your reps until you're neutral to everybody, which pretty much defeats the purpose of locking down areas.
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- 1st Lieutenant

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Re: Hostile Jump Gates
It'd be a lot more realistic for RP. Heck, in SP the excuse for Jump Gates not working was that you needed codes before they let you through (i.e.: completing a certain section of the campaign was needed).
However I agree that this may be needlessly hassle inducing. The Nomad controlled Jump Gates would be particular annoyances. And most alternate routes via Jump Holes are indeed rather far out.
However I agree that this may be needlessly hassle inducing. The Nomad controlled Jump Gates would be particular annoyances. And most alternate routes via Jump Holes are indeed rather far out.
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Re: Hostile Jump Gates
being far out is the punishment for being hostile with say Liberty, have to travel to the outer systems, via Jumpholes, I know the route that would be needed, to make it to say Nomad 1 or Unknown 2
It would be more difficult, but, on an rp aspect it would deffinatly change who ya shoot at npc wize
It would be more difficult, but, on an rp aspect it would deffinatly change who ya shoot at npc wize
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- Flight Commander
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Re: Hostile Jump Gates
Yeah but in saying all of that the Void is a shooter server, RP isn't it's primary style of gameplay. Unless we see a change in that I'm guessing it'd be best to leave everything as accessible as possible for everyone.
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Re: Hostile Jump Gates
Yeah, this would be way more realistic, but until they create a jump hole between Alex and the major house systems (as opposed to the jump gates), I think this would just be the insane hassle of the year.
Keep it as it is for the moment, lol. This could be a good idea for the future, if we wish to go toward a more RP-oriented server...
Keep it as it is for the moment, lol. This could be a good idea for the future, if we wish to go toward a more RP-oriented server...
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- Commodore
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Re: Hostile Jump Gates
Ok - we are getting a bit off track here. As far as I know even a hostile JH or JG will let you through - a lockout? New one on me - hasnt happend to me yet - even in my -=REAVERS=- characters...
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Re: Hostile Jump Gates
Just have Navy players near the navy systems jumpgates, and evil near the evil routes/systems. Simple as that.
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- Flight Commander
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Re: Hostile Jump Gates
Zeb I think Jase is trying to say that he wants hostile JGs to lockup, not one has locked up on him before. 
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Re: Hostile Jump Gates
If total lockouts don't work how about pre-requisites to use a particular gate say depending on what license you have allows access to certain systems from particular JG's, is that not possible either?
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