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Old February 11th, 2001, 07:40 AM

Drake Drake is offline
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Default Warp Point warfare

quote:
Originally posted by Tomgs:
The way to keep your system safe from an enemy wormhole attack is to open 10 wormholes to safe systems. Then no one can open one to that system. When you want to open a new one just close one of the old ones and open the new one.


I'd kinda like to see that changed. I want it to be possible to have someone break in, just for it to be hard to do so.

There are several approaches you could take to deal with the situation, though I'm not sure what the best would be, or which would even be feasible for SEIV.

1. A current warp point in the target system is destabalized, and closes. Perhaps throw in a chance to cause catastrophic failure on the creating side causing the destruction of the warp opener and possible damage to other ships in the sector. Partial chance of success is another option.

2. Partial unusable warp point to target system created. If usuable, causes damage or can be used by small craft only. If not closed by next turn, chance to open on its own and same as #1 above (with or without catastrophic failure chance).

3. Create a component that will only fit on a starbase. If built over a warp point, helps to stablize it from that end, resulting in it being more likely for the new attempt to fail, and/or the new warp point from #2 to be the one to collapse instead.

Oh well. I'm not completely satisfied with these ideas, but those are the main alternatives I can think of off the top of my head. Any additions, criticism, etc appreciated, especially if there's some really obvious solution I haven't considered.

Oh I almost forgot.
4. None of the above, because it really isn't an issue.

-Drake
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  #2  
Old February 11th, 2001, 07:14 PM

Marty Ward Marty Ward is offline
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Default Re: Warp Point warfare

Maybe they could be made temporary, only Last one turn. You would need a lot of generators to keep a system totally safe.
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