Cornflakes_91 wrote:that depends on the ratios of how many emissions wormholes/ships/WHM's generate.
if the main "detection factor" of an tunneling operation would be the ship, then yes.
they would come from an unknown direction.
but if the main emission factor of an tunneling operation is the wormhole then the emissions should go up on the attacked side too
providing a "beacon" for the defenders to detect.
I was thinking of this too, actually; the emissions and hence detectability of a wormhole endpoint will increase as its charge level increases (
reference). So yes, you have a point; however, there's still the issue that the attacker won't be risking anything unless they send a ship through. This can possibly be resolved by making transits need charge from both endpoints, so that a WHM ship needs to be sent through to the other end to keep it charged.
For spies, saboteur and smugger-like gameplay, though, I still prefer the idea that U-type wormholes only last a while from the moment they're discovered and agents can't just keep them open indefinitely. Otherwise they'd just become like S1 endpoints. This would promote a constant demand for recent information on U-type endpoints and hence different kinds of black markets. In addition, a major issue is that a sufficiently powerful faction could just hunt down these U-type endpoints and keep them all charged indefinitely. This would mean that either:
- U-type wormholes keep increasing and the system becomes swamped with them, putting a lot of strain on the computer and just becoming silly. However, this probably couldn't happen since I propose a soft cap on the number of wormholes per system.
- U-type wormholes increase in number until a soft or hard cap is hit, at which point the faction could potentially plug all the holes in their territory without any more forming, allowing them to isolate themselves and prevent anyone from displacing them even with great effort.
I would really like U-type endpoints to not be chargeable. This does not seem inelegant to me as it's not introducing unnecessary elements into a design, all it does is make endpoints have different flavours from one another in a way that supports gameplay:
- S-type endpoints form naturally, have inherent self-charge and a moderate decay rate, and are therefore stable by themselves. They can be charged.
- U-type endpoints form naturally, have no inherent self-charge and a moderate decay rate, and are therefore unstable. They cannot be charged.
- J-type endpoints form artificially, have no inherent self-charge and high decay rate, and are therefore highly unstable by themselves. They can and must be charged.
Cornflakes_91 wrote:
other thought: what about "dormant" wormholes, S1 types which have a really low self charge, not enough to even transmit the smallest working ship design
but chargeable.
so they'd only useable with an WHM equipped ship/station.
may as a "level gating" method, containing some "grand menace" style faction
Maybe. I can't think of any reasons for it or against it at the moment, so I'm neutral. What do you mean by level gating?