Deej wrote:
Not a fan of the beacon/gate design in open space for the reason of them becoming restrictive choke points & the added mechanics/complexity offering little benefit, but alas, my question to the group is this.
you will not make yourself friends with josh by saying this
jumpgates provide gameplay by creating this chokepoints and nodes of travel between stars.
with jumpgates and wormholes you get roads and meeting points for the player and NPC.
if everyone just jumps to another system as soon a he leaves the station the universe would feel empty and small, as you never meet the population of the system.
also jumpgates and wormholes provide tactical opportunites, as defending systems would be pretty much impossible if you can jump in and out of every system at will
without gates and wormholes
build fleet -> jump to enemy shipyards and ammunition facilities -> destroy them without much opportunity for defence -> BOORING
with gates
build fleet -> try to go through gate -> heavy enemy fortress on the other side -> epic battle of awesomeness commences -> Fun
jumpgates provide gameplay and focus activity outside of docking at stations, while no gates would make the systems feel empty even with lots of NPC's
Deej wrote:
Would travelling for 3-5 mins to traverse an entire universe be too long for an LT player?
i expect to take this long per system if it is not developed, and not for the whole universe.
as the universe would feel incredibly small if i can traverse an infinite universe in mere minutes.
i expect myself taking hours going from one end to another in my explored universe in the "lategame".
everything else and travelling loses its meaning, like in the X-Series, where as soon as you get your jumpdrive equipped frigate you can go from one end of the universe in seconds and the universe ends up feeling tiny even if there are countless sectors inbetween