Okay, well I've read through the thread more thoroughly and have a few extra suggestions to throw out. The general idea I want to offer is that
the higher the level of gameplay involved, the shorter the distances that jumpdrives can be practically used over.
For the purposes of this discussion, I will be using the terminology Cornflakes established:
Cornflakes wrote:
jumpgate: static, artificial connection
jumphole: static, natural connection
jumpdrive: mobile, artificial connection
wormhole: the actual connection, established by either of the 3 possibilities
The major issue right now is that jumpdrives destroy the potential for strategic gameplay. Hyperion's daisychain idea seems like it would exacerbate this. The possibility was suggested earlier that there would be trade-offs involved in the establishment of jumpdrive connections - the longer the distance that the jumpdrive connection (the wormhole) spans across, the lower its capability of transporting matter, and this can be represented by making it require more power to sustain a jumpdrive at a given lavel of charge. This relationship between required power, connection distance and capability of transferring matter is similar to the one I suggest in
The Transporter for transfer units.
In addition to this, I would like to continue on with the idea that Josh and I proposed for "orphan wormholes" - in order to utilise a jumpdrive, you need a second endpoint. This can be either a jumpgate, a jumphole or a second ship with a jumpdrive. As I suggested previously, ships with jumpdrives need to "anchor" themselves to generate enough power to sustain a sufficiently-charged wormhole, and this will make them immobile and cause them to show up like beacons.
I very much like Gazz's idea here:
Gazz wrote:IMO, a jumpgate is a wormhole... but a special breed of wormhole.
It's short range (in interstellar terms) and gets you to the next system / sector.
It has always been there but the "construction" that humans add around it stabilises it and keeps it in an "always on" state.
This seems to unify and explain everything nicely: jumpholes are naturally occurring phenomena and wormholes can link between these, but the mouths of wormholes can also be generated
artificially - these are the "orphans" generated by jump-drives. Jump-drive modules can be equipped by either ships and stations, and when they are utilised by stations the entire construct becomes a jumpgate. As I wrote above, the orphans generated by jump-drives can be paired with any other types of wormhole mouths, and when this happens a wormhole is formed. As Gazz writes, the wormhole mouth doesn't need to be generated artificially by a jump-drive, and stations can be just as well established around naturally occuring jumpholes to artificially sustain them.
In this sense, agents and corporations can develop the transport infrastructure of a system by building stations around naturally occurring jumpholes, or by artificially generating orphan wormholes using jumpdrive modules which are then sustained using stations as well and pairing them with wormhole mouths in other systems.
Strategic Level
Getting back to the original issue, at the strategic level you're likely going to be dealing with large fleets and therefore will need to transport a great deal of mass across a given distance. If wormhole stability is negatively correlated with connection distance, then you may only be able to sustain a connection between two nearby systems:
- You send a jumpdrive ship into the next system through conventional means and get it to establish an orphan wormhole mouth.
- You keep a jumpdrive ship with your fleet and use it to establish an orphan wormhole mouth, and pair it with the other one.
- You send your ships through the local mouth to the remote mouth in the next system.
If the attacker manages to establish the remote mouth without it being noticed, he has the advantage in that he can circumvent any defences that the defender might have established around the conventional entry/exit points to the system i.e. the already established jumpholes or jumpgates. However, the jumpdrive-equipped ship would have been quite noticeable as it established the remote orphan mouth, and so the defender has a fair chance to notice what's happening. The defender can do a few things in this situation:
- He can attack the jump-drive equipped ship in an attempt to destroy the remote wormhole mouth before you send your own ships through it.
- He can keep his own forces just outside of your JD-equipped ship's sensor range and counter-ambush you when you send your own forces through. Launching explosive and general area-of-effect weaponry centred at the wormhole mouth would be a very useful tactic for the defender in this case.
- He can hack the JD-equipped ship to make it sustain the wormhole mouth and then send his own forces through the wormhole to attack your forces in your own system. Wormholes are bidirectional channels and generating one can make you just as vulnerable as your enemy.
However, the point is that the more ships you plan to send through, the shorter the connection can practically be. A given wormhole can only support so many ships over so long a distance, and to boost either will require more energy. However, we can make the energy requirement exponential so that it takes more energy to boost the capacity of a wormhole from 2X to 3X than it does from X to 2X, or the same but with connection length. This ensures that even at the later stages of play, strategic gameplay is still not compromised.
An obvious objection is then to say, "Why can't your forces simply generate more wormholes using more jump-drive ships?". This issue can be resolved if we make the power cost of sustaining a wormhole dependent upon the number of other active wormholes in the system. In
System Population Caps, I suggest the possibility that there is an upper cap on the number of H-Extractors that can be supported within any one system:
ThymineC wrote:Here's what I'm considering: you can only maintain a certain number of "source points" (points at which energy is being extracted from the vacuum of space by a Heisenberg extractor) in a system at any one time. Otherwise, it can cause Bad Things™ to happen. Every additional open source point within a volume of space causes disturbance of some kind to the space-time manifold and too many might cause all the source points to collapse or other bad things to happen.
I see wormholes as being based on similar principles to the H-Extractor, and therefore I believe that there is an upper cap on the number of wormholes that can be supported with any one system, with each additional wormhole causing greater disturbance to the surrounding area of space, making all wormholes require more power to sustain. This also has the effect of limiting the number of jumpgates that can be established in a given system, so the player and other agents can't do something silly like build 50 of them within a single one.
It will be exponentially more expensive to "boost" any given wormholes. It will be exponentially more expensive to sustain an increasing number of wormholes within a system. There are only a finite number of systems that lie a sufficiently short distance from the system you might want your forces to invade. Therefore you are limited in the degree to which you can utilise jumpdrives to ferry whole fleets about the galaxy, no matter how powerful you may (plausibly) become.
Interestingly, this mechanic may not only be used as a limitation but also a tactic in which one force generates and sustains many wormholes to prevent other forces for generating them as well. It may also be possible for a faction to effectively blockade a system by generating enough wormholes to reduce the capabilities of the pre-existing jumpholes/jumpgates that constitute the conventional entry/exit points of the system. However, this is likely a very energy-expensive way of going about it, and it probably makes more sense for forces to blockade systems in a more conventional way unless they have a means of generating a lot of energy within the blockaded system.
Operational Level
Jumpdrives can utilised over longer distances if they don't need to shift as much mass. For smaller forces, like small fleets or wings, this can be a practical way of getting your ships around a little faster. This should not diminish strategic-level play, as these forces shouldn't be large enough to be able to conquer well-defended systems, and will need to be complemented by larger forces which can if this is what the player wants to do.
I'm primarily interested in how jumpdrives will be utilised for commercial and industrial purposes at this level, however. I would imagine that one of the economies of scale that a corporation might develop once they have the capital to do so is create jumpdrive-equipped stations (or position jump-drive equipped ships) at regular intervals along the trade routes they most often use, and allow jump-drive equipped ships to "skip" along these. This should reduce travel time significantly, and hence be a worthwhile investment for businesses. I imagine that businesses would be using large haulers that are carrying lots of goods on each trip, and so they would not be able to jump very large distances using this approach - but still larger than entire fleets would.
Tactical Level
At this level, you have relatively small, individual ships that use jumpdrives to lock them on to relatively distant pre-established wormhole mouths - jumpgates or jumpholes in distant systems, most likely. I see this being most commonly used for communication couriers, which ferry orders and status updates through space where no information infrastructure has been established, as I propose in
Bad News Messages Network?; and science/exploration vessels, which allow the player to quickly traverse the galaxy in a relatively small ship, if that is what they want to do.
In this case, the amount of mass that needs to be transited is small, so a jumpdrive can sustain a decent connection with a relatively far away second endpoint.
So does this resolve any of the issues?