Multiple warpgates on one station, and other changes.

    Ithirahad

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    1) Warpgates shouldn't be one-per-sector. No offense, but... That's stupid. The gates lose about half of their uses that way.
    2) Ships should actually come out of gates, though of course there needs to be a check to prevent crashing into things in front of the gate.
    3) Gates should use the shield hexgrid effect for the inside.
    4) Ships going through gates need a different exit effect to outside observers, where the ship disappears INTO the gate, rather than warping away.
     
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    1) Warpgates shouldn't be one-per-sector. No offense, but... That's stupid. The gates lose about half of their uses that way.
    2) Ships should actually come out of gates, though of course there needs to be a check to prevent crashing into things in front of the gate.
    3) Gates should use the shield hexgrid effect for the inside.
    4) Ships going through gates need a different exit effect to outside observers, where the ship disappears INTO the gate, rather than warping away.
    there not 1 per sector
    if u make a single station you can out as many gates as u want on it
    altho stations are 1 per sector
     

    NeonSturm

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    1) I _active_ gate per sector. Multiple addresses (like StarGate) -- or maybe an option
    2) The gate open effect could annihilate everything in front of it (like in Stargate) then there does not need to be a check. OR make just very small ships and players appear out of gates.
    3) +1
    4) Change the shader. Color of parts passed through the gate = transparent + the gate effect should overlap everything (rear side of entrance) going through it.

    Planets can have Gates too
     

    Criss

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    1. That honestly just sounds like laziness to me. We do not need one station to have the capabilities to warp you to multiple places. You could literally build a gate in the middle of spawn that lets you jump anywhere within range. That's not the purpose of gates. Its a network.

    2. I would much rather have you dropped out of the gate a decent distance from the gate. Why? Well lets say you send in a scout and there's a gate camp on the other side. Soon as you get dropped you can see the enemy and just back up a few meters and you're no longer in danger. The whole premise of gate camps would be gone at that point as it would be easy to get out of them.

    3 They already have ideas for an effect and I told calbiri that it should hook up to lights the way weapons can.

    4. Not sure that would look any different than a ship disappearing completely. There might be a way to slowly have the ship be consumed by the gate effect, but would that honestly be worth it. I don't mind the warp effect at all.
     
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    I think it would be better if you could also have multiple destinations per gate. It would then be a lot cheaper and easier to make central warp stations.

    Before you warp you would then be able to select a destination from a list that pops up. The destination name will be the station name.
    There should be a limit of course, about 5 destinations per gate. It could also be configurable.
     

    NeonSturm

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    1. That honestly just sounds like laziness to me. We do not need one station to have the capabilities to warp you to multiple places. You could literally build a gate in the middle of spawn that lets you jump anywhere within range. That's not the purpose of gates. Its a network.

    2. I would much rather have you dropped out of the gate a decent distance from the gate. Why? Well lets say you send in a scout and there's a gate camp on the other side. Soon as you get dropped you can see the enemy and just back up a few meters and you're no longer in danger. The whole premise of gate camps would be gone at that point as it would be easy to get out of them.

    3 They already have ideas for an effect and I told calbiri that it should hook up to lights the way weapons can.

    4. Not sure that would look any different than a ship disappearing completely. There might be a way to slowly have the ship be consumed by the gate effect, but would that honestly be worth it. I don't mind the warp effect at all.
    1) not if gates have a range of 8 by themselves, but you can use others to build a route as long as they are not used by others already.

    2) StarGate has gates only 1-way. To go back you have to open it from the other side. Problem solved.

    4) schema stated that he knows from Final Fantasy 7 (check out the starmade 1.7 news, page 2-4 somewhere) that even the most amazing effects are soon getting bored.
    Thus it will probably not be done until somebody of us modifies shaders that are in work for the less amazing but fast-pace effects.
     
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    2. I would much rather have you dropped out of the gate a decent distance from the gate. Why? Well lets say you send in a scout and there's a gate camp on the other side. Soon as you get dropped you can see the enemy and just back up a few meters and you're no longer in danger. The whole premise of gate camps would be gone at that point as it would be easy to get out of them.
    Except at the cost of immersion. Let's say I have a station with internal gates that my shuttlecraft can pass through, to other stations with that same setup. If it's just random placement, then I wind up not going through the gate. If you have a gate system where you actually have to fit the ship through it, then the ship should come out the otherside.
     
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    I don't know who is spreading this "only one gate per sector" rumor. You can put as many gates as you like on a station.
     

    NeonSturm

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    Get an avatar...
    Every time I see you posting my first though is : "another uniform boring book face" my second though : "no it is not a newbie. I know him".

    There is only one thing we can do.
    Build a chayenne mountain. A stargate, many others behind it (for multiple addresses if you can turn on/off the gate or block it with a plex-door)
    and try it out :)
     

    Criss

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    1) not if gates have a range of 8 by themselves, but you can use others to build a route as long as they are not used by others already.

    2) StarGate has gates only 1-way. To go back you have to open it from the other side. Problem solved.

    4) schema stated that he knows from Final Fantasy 7 (check out the starmade 1.7 news, page 2-4 somewhere) that even the most amazing effects are soon getting bored.
    Thus it will probably not be done until somebody of us modifies shaders that are in work for the less amazing but fast-pace effects.
    Right well I have never watched it, but last time I checked this game was not stargate. The number of suggestions that come directly from stargate lore astounds me because I really do not see suggestions in terms of the FTL coming from other notable sources of science fiction. Someone actually got mad at me because they suggested ship-based stargates for personnel use and I told them that a suitable substitute would just be short range ship-to-ship teleporters, which are literally the same thing, just with different names. The interesting thing though is that I never see EVE suggestions. Now I know EVE. And I will bring it up because almost all of the mechanics in game aside from logic and blocks are things also found in EVE. I am suggesting things that have basically been tested and worked well for 10 or more years, even if it's an entirely different game. That's not say that I am opposed to other ideas, I just feel like those ideas suit those universes better. Those ideas might be limiting in StarMade. I love the idea of a network. I have no problem with stargates that are a sector apart and are only linked to one location. So why do we need to simplify it even further by cramming a gate with 20 possible exits into one station?

    I think people want this option because building stargates is a hassle. Material aquisition, logistics, building it. Nobody wants to do that 20 times to make 10 connections. I think instead we could go to a sector, get some sort of right to establish a gate, and "buy" one. Blocks or credits, either works. Start the timer, suddenly they have to wait 24 or more hours before the gate is ready. Bam. No instant gates. Still a cost. Still easy enough to make individual gates.


    Except at the cost of immersion. Let's say I have a station with internal gates that my shuttlecraft can pass through, to other stations with that same setup. If it's just random placement, then I wind up not going through the gate. If you have a gate system where you actually have to fit the ship through it, then the ship should come out the otherside.
    There's no reason the actual mechanic of fitting through the gate should be removed with my suggestion. Either we try jumping and nothing happens because we cant fit, or we jump and part of the ship is sheared off because of the limitations of the exit gate. In terms of immersion. I get it, its cool to want to actually emerge from the gate, but unless there is a hefty timer attached to your ship, or the gate, you will never be in danger if there is a massive force on the other side. Again, you would just back up and be safe because the gate is right behind you. Honestly, we are dealing with a world made of cubes. Immersion isn't exactly on my mind.

    Again, I will reference EVE because this is a mechanic that is currently in EVE. Once you enter a gate, you drop out kilometers from it. There could be anyone on this side, and they could kill you as soon as you uncloak and move towards that gate or to a different location. Now lets looks at the possibilities with StarMade. I have a ship. I send it through and see that there is a massive force on the other side. And what if the gate I have just jumped to is a gate-hub as suggested in the OP? Well without spending much time there at all I could jump even further with the next gate and I will probably not have to worry about being there long. No danger. No content. Suddenly the needs for fast cloaking scouts goes away because I can just pop in and out with larger ships. When gates were announced, this aspect of unknown danger was why I was so excited for them, and your suggestion could wipe out all those potential scenarios. I would even go as far to call it an exploit or using the games mechanics for unfair advantages. There are other ways this could be worked on such as timers and whatnot. It should still be considered and I think mechanics take priority over immersion.
     
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    NeonSturm

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    The thing is - in StarGate you can call an enemy gate to block it for all others. If you have an own gate in range and enough energy to call it for extended periods.

    Also the gates can only have a limited size as the energy requirements to OPEN (I don' know about sustain) scales cubic with size, as if it were 3D, not a 2D flat circle.
    The energy requirements to sustain a gate also scale at least quadratic.

    As gates can get blocked, they are mainly used for infrastructure and a fast alternative to send small amounts of materials rather than for combat. Though there are exceptions as many small can transport something big to refuel a carrier for example.

    BTW :D I would really like to see ZPMs :D
     
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    But can you properly connect the gates together?
    Yes, I just double-checked. You can put an infinite number of gates on a single station, as long as you have the power to support them. (I tested up to twelve)
     
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    No, I mean if I have a few 9x9 gates and a 70x70 gate and I try to hook them up to corresponding gates of the same size, will the connections be correct?

    Also, Vanhelzing, you could set up a trap using plexdoors and logic so that you can trap anyone who goes through. If someone manages to occupy an area so that your scoutship will get blown up, they should also have enough occupation resources to block the gates.
     
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    Whatver gates are connected via marker beam will remain connected
     

    Ithirahad

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    Wait, multiple gates in one sector DO work? Must test this! Regardless, replying in case it is otherwise:

    1. That honestly just sounds like laziness to me. We do not need one station to have the capabilities to warp you to multiple places. You could literally build a gate in the middle of spawn that lets you jump anywhere within range. That's not the purpose of gates. Its a network.
    Building a network makes a lot more sense, especially in larger sectors, when you don't have to fly all the way to another sector of space just to choose a different destination. Currently, you don't have a network, you just have a convenient way to get from, say, your base to a friend's base and back.

    A warpgate "network" implies nodes. There's no good way to make nodes when the most gates you can have near one another within reason is two.
    2. I would much rather have you dropped out of the gate a decent distance from the gate. Why? Well lets say you send in a scout and there's a gate camp on the other side. Soon as you get dropped you can see the enemy and just back up a few meters and you're no longer in danger. The whole premise of gate camps would be gone at that point as it would be easy to get out of them.
    Simple remedy - Cooldowns.


    3 They already have ideas for an effect and I told calbiri that it should hook up to lights the way weapons can.
    Cool.
    4. Not sure that would look any different than a ship disappearing completely. There might be a way to slowly have the ship be consumed by the gate effect, but would that honestly be worth it. I don't mind the warp effect at all.
    Disappearing completely with some kind of graphical effect is basically the idea. That, or the parts of the ship behind the gate somehow becoming either invisible or obscured.
     
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    Lecic

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    How many warp gates you can fit depends on the size of the station, and the type of ship you wish to use the gate. I think gates over 250m wide are going to be rare, as with the continuous economy changes making titans more and more expensive, smaller battle cruisers and corvettes will become more common, as well as long, thin ships.
     
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    Yes, I just double-checked. You can put an infinite number of gates on a single station, as long as you have the power to support them. (I tested up to twelve)
    it gets a little buggy on sector reload and doesnt allow the secondary gate to operate
     

    Ithirahad

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    it gets a little buggy on sector reload and doesnt allow the secondary gate to operate
    ...Then that's a bug. Report it, if it's not reported already, and it should be fixed pretty damn soon.
     

    Mered4

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    ...Then that's a bug. Report it, if it's not reported already, and it should be fixed pretty damn soon.
    I have been experiencing some problems with the WarpGate Hub I set up in MFleet as well. The gates all have destinations, but none of them work. They worked in .17. Definitely a bug. Just reported it.

    I can successfully repro it in multiple situations. :)
     
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