Are jump gates a good idea?

Mining has zero affect on my game. Give me an example of how jump gates would affect you if you chose not to use them?

Jumpgates go against the Vision, as the direct quote from David should tell you.
There is plenty of room to discuss improvements to the game in various aspects, as it is still unfinished and often failing in its pretension as both a fun game and a believable 'sim'. But frankly at some point, if I repeatedly disagreed with what the game is fundamentally meant to be, I would take the hint and either move on to something else, or change my expectations.
 
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Jump gates don't make sense, you'd need to be able to travel interstellar distances without them in order to build them in the first place.

And besides all the space games have jump gates, elite does something different.

Hmm... You do realise there is a reason for generation ships being found in deep space, right? And it's not just because they make a pretty decoration.

Funny. I knew there were reasons. If we want to be more realistic there are as many galaxies in the universe as there are stars in the Milky Way :D

Well, theoretically since they populated the Milky Way somehow, they could use scraps of data to randomly generated Andromeda or any other galaxy. The question is if there is a need for that.
 
Unless there's some specific compelling reason I'd rather not have them. The size of the galaxy is one of ED's strengths, it's one of ED's unique selling points.

For me the galaxy currently feels about right, jump ranges are large enough that going into deep space feels like that, trips like DW actually feel like an endeavor. Right now explorers feel like they're heading into deep space, and the less explorer focused people can hop around the bubble in no time, it seems to work for everyone (most).

Not actually been, but you can now get to Colonia in probably something like 3-4 hours, which given the context of the game and what Colonia is supposed to be and to represent seems about right.

As I say though if there was a very specific use case for a jump gate it might be a bit different, but OP's just asking if we should have them, generally I'd say no.

Would also add I think the gameplay OP outlined for jump gates is terrible. =p
 
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Add my vote to the NO against Jumpgates.

I don't think we need them, especially given the rapid increase in jump distance we can obtain now. 12 to 18 months ago, having a ship that could jump over 50lys was considered a rarity, now anything under 50lys and you just aren't trying! Given the rate of the increase of jump range who knows, in 6 months we may see the non jumporium 100ly jump range broken.
 
......
Instead of Jumpgates, tho - I think Hyperspace mechanics could be reworked to allow multi-jump-witchspace trips (optional) by doing some kind of "interdiction-like" miningame while in Hyperspace. It would take you as far as your fuel allows, letting you skip a bunch of jumps. ..............

.......... I'm suggesting allowing the player to optionally control their hyperspace trip, ie: dodging incoming gravity wells / EM anomalies or something, but only coming out of hyperspace after covering the distance of a few jumps, without needing FSD injections.

ah but ...

QRs55q1.gif



;)


P.S. Still no from me.
 
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No jump gates, thank you.

When participating in the first Distant World's expedition I came to understand that the long sequences of jump after jump are what is all about. It may feel tedious to some, but it perfectly conveys the feeling of traveling very, very far away.
 

DeletedUser191218

D
No jump gates, thank you.

When participating in the first Distant World's expedition I came to understand that the long sequences of jump after jump are what is all about. It may feel tedious to some, but it perfectly conveys the feeling of traveling very, very far away.

If "long sequences of jump after jump are what it's all about" then it's a very rubbish game. Perhaps you're right.

For those of us with careers and families, spending 3 hours repeating the same jump, scoop, face the next system, repeat gameplay loop isn't feasible. I'll have to continue focussing on games that have slightly more immediate gameplay.
 
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No to generally-available jumpgates, for reasons already given.

Yes to jumpgates as artifacts of a lost civilisation, thousands of lightyears from the bubble, which go to somewhere different (maybe the Magellanic Clouds).

We might even find a lost civilisation which had jumpgates but no FSD, and they lead to other systems a few lightyears away. Useless to us, but an interesting novelty.
 
If "long sequences of jump after jump are what it's all about" then it's a very rubbish game. Perhaps you're right.

For those of us with careers and families, spending 3 hours repeating the same jump, scoop, face the next system, repeat gameplay loop isn't feasible. I'll have to continue focussing on games that have slightly more immediate gameplay.

I don't get this argument, the concept of Distant Worlds is you're making a long journey that takes time to reach your (significant) goal.

If it wasn't about the long journey, they could meet up and just head somewhere local.

Sticking a jump gate at Beagle Point (or whereever they're heading) would seem to defeat the point of the exercise.

At the end of the day some types of games simply are more time consuming than others, any simulation type game will have some time consuming aspects to it.

I'd say exploration by it's nature should have a level of "simulation", you should feel like you're heading somewhere inaccessible, if you don't have that you're not an explorer you're a tourist.
 
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I say yes. But they will be extremely expensive, quadratically proportional to the distance from the gate.

Sorry I'm late to the discussion but just wanted to add my 2¢ (again, since this has been discussed several times before).

The idea of "fast travel" has been bounced around before. Some say no, some say yes but make them expensive or dangerous to use.

My suggestion (if FD was going to do this) would be for a dedicated series of wormholes going counterclockwise around the galaxy, about four of them would do. Want to "fast travel" to Colonia? 3 jumps needed. BUT there would be a price to pay in the form of damage to the hull and the possibility that you'll end up thousands of light years from where the next wormhole entry point is located to take you to the next quadrant.

FD has always said "NO" to fast travel methods. Perhaps in a DLC it could be a possibility. The whole idea is to make a long distance journey a serious decision.
 
Bad idea except as potential extreme rarity instances, like a single route or a gate to Andromeda when finish mapping this place.

Get exploring then, chop chop.
 
Can I just ask a serious question of those who want to see "jump gates" or similar:

What for? I mean, what do you want to use them for?

Apart from a trip to Colonia then the only reason for wanting to jump to a far corner (say) would be to discover virgin systems.

If you just want to see pretty views you can go multicrew on an already present exploration vessel.

If it is just to tag some earthlikes - well sorry, in my opinion if you want to get exotic finds - go travel to them.

The nonsense about "I have only a few hours time to play..." - just doesn't wash, if you have a limited time surely you do an activity that suits or else you can just do your exploration trips by slices - your ship is perfectly safe while you go have a life.

So, seriously, what do you want them for?
 
I say yes. But they will be extremely expensive, quadratically proportional to the distance from the gate.

They are so expensive because not only are they expensive to build and maintain, they are extremely expensive to operate, energy-wize, keeping the tunnels open and stable. Snd oh yeah, they can be damaged by npc's and CMDR's alike.

Would you risk an exorbitant amount of credits and the danger of an unstable tunnel just to travel a short distance?

Best case scenario is that you get spit out in some random location with massive damage and your FSD destroyed. If you're lucky you'll just get destroyed outright.

Worst case scenario is that you get punched into witch space staring down a couple confused Thargoids. Don't get destroyed! If you do then your CMDR is lost forever. You must fly around in witch space to find a weak point, cause a misjump, and hopefully punch back into real space.

Oh, and did I mention that witch space is fluid space and is corrosive? Yeah, your shields are ineffective and it's eating away at your hull, as well as crushing your ship. And don't let me mention all the weird EM and gravitational phenomena that's causing havoc with your modules and pushing your ship every way but straight.

So yeah, I think jump gates are a good idea, if you're brave, or stupid enough.

Random ship damage/destruction is never fun or interesting game design. Its a no from me dawg
 
Maybe a Thargoid jumpgate could be found. Or a wormhole. Make it useful, interesting, explorable. Maybe temporary. New content is fun.
 
No to generally-available jumpgates, for reasons already given.

Yes to jumpgates as artifacts of a lost civilisation, thousands of lightyears from the bubble, which go to somewhere different (maybe the Magellanic Clouds).

We might even find a lost civilisation which had jumpgates but no FSD, and they lead to other systems a few lightyears away. Useless to us, but an interesting novelty.

Nice! I like this one! +Rep
 

DeletedUser191218

D
I don't get this argument, the concept of Distant Worlds is you're making a long journey that takes time to reach your (significant) goal.

If it wasn't about the long journey, they could meet up and just head somewhere local.

Sticking a jump gate at Beagle Point (or whereever they're heading) would seem to defeat the point of the exercise.

At the end of the day some types of games simply are more time consuming than others, any simulation type game will have some time consuming aspects to it.

I'd say exploration by it's nature should have a level of "simulation", you should feel like you're heading somewhere inaccessible, if you don't have that you're not an explorer you're a tourist.

It's not an argument per se. Look, it's a game at the end of the day. Isolating the majority of the adult population who are too busy (and frankly disinclined) to sit all night performing the same boring little jump routine is just stupid. I can't sit all night doing that and I don't know many other gamers my age who can either. Simple fact is, we'll just play other games. I've had a few friends try ED and jack it in because they found it so dull. Also, for the umpteenth time, you would be under no obligation to use any kind of faster travel mechanic. Essentially, you're putting people like me off playing the game by denying something that wouldn't even affect you.

If this attitude is prevailing in the current player base ED will never get away from just being an unchallenging, long, boring grind.
 
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It's not an argument per se. Look, it's a game at the end of the day. Isolating the majority of the adult population who are too busy (and frankly disinclined) to sit all night performing the same boring little jump routine is just stupid. I can't sit all night doing that and I don't know many other gamers my age who can either. Simple fact is, we'll just play other games. I've had a few friends try ED and jack it in because they found it so dull. Also, for the umpteenth time, you would be under no obligation to use any kind of faster travel mechanic. Essentially, you're putting people like me off playing the game by denying something that wouldn't even affect you.

If this attitude is prevailing in the current player base ED will never get away from just being an unchallenging, long, boring grind.
Your logic is no more coherent than those you are arguing with. Guess what? You don't HAVE to go to Sag A. You don't HAVE to go anywhere far away, doing "jump after jump" or whatever. 99% of the time, anything you could possibly want to do is available relatively close by by. And jump ranges have gotten so extreme you can cross the entirety of the human bubble in at most 15 minutes.

If jump-gates WERE added, they'd have to be available in every system or you'd complain that it takes too long to get to them. Don't want to work out the logistics of long-distance travel? Don't do long-distance travel. The only reason you WANT to go anywhere far away is because you think you're unfairly missing out on something. But the only reason any of these places are interesting (to you) is because they are difficult to get to (for you).

You think that the skill and challenge other people undertake to achieve long distance travel is something unworthy of reward, which is why you seem to think you're entitled to it without doing the work. But to tell the truth without the journey there's not much to the destination. This isn't like ESO where there's going to be a special unique castle or otherwise unattainable piece of equipment, or whatever, on the other side of the galaxy.

The only commodity in this game is time. Rather than demanding something for free, how about you enjoy that which is within your current grasp and accept that some things in a LIFE SIZE MILKY WAY GALAXY are forever out of reach.

If you got what you want you wouldn't want it anymore. Guaranteed. I know this because you could be playing space engine right now, but you're not.
 
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