Looks like I get to be Annoying Guy.
I liked the idea of wormholes having a "charge" that would limit pass-through. To allow players/NPCs to add charge, though... not so much.
My interest in these wormhole thingies -- and will someone PLEASE define a
single specific name for the technology that acts as a portal to wormholes?! -- is
primarily strategic. How do they affect efforts to manage a large multi-system empire?
If thoughtful, perceptive, creative strategic-planning play is to be possible, then there cannot be any game feature that allows large fleets to appear without warning. If it takes only minutes to move large forces to a target location, then what you have is not strategy where there's time to understand changes in the large-scale patterns of force and carefully think up plans to respond to those patterns; what you actually have are immediate tactical battles.
Tactical combat is fun. I
want that in LT. What I would not like to see is the introduction of a feature that drastically reduces inter-system movement rates for large numbers of vessels, which instantly replaces strategic play with tactical play.
Gazz properly pointed out how the idea of a "wormhole charger" kills strategic play:
Gazz wrote:While activating / charging a local wormhole "on demand" makes fleet operations easier, it axes the strategic significance of the original proposal: That you can "drain" a wormhole with a mass transit and be stuck on the other side for a good while. Without that, wormholes may just as well be "always on". The whole charge issue would be trivialised once you have a few of these charger ships.
I would say the real value of charge is not of one ship getting stuck; it's that it limits the speed at which multiple powerful ships can move between star systems. But that caveat aside, his conclusion is completely right.
Gazz also proposed a counter to the "charger" idea:
Gazz wrote:If you have a wormhole charger... you should also be able to have a wormhole discharger which locks down the WH. =P
I'm not an absolutist; I could live with this "wormhole discharger" notion as long as it was rather less expensive to build than a wormhole charger.
But I'd personally rather not even go there. A wormhole charger feature would break the entire idea of "charge"; you might as well just not implement the idea of charge at all.
JoshParnell wrote:I will propose the obvious solution to the problem Gazz has stated. A wormhole generator can only link to an existing wormhole, not to any arbitrary point in space. This means choke points are still choke points, but it also means that you get most of the benefit of the jump drive (not having to cross 10 systems to get to a system that's 10 jumps away).
Ack.
Yay for not being able to jump anywhere.
But allowing multi-system jumps would severely degrade strategic play because it greatly reduces the time available to an empire-managing player (human or NPC) to see strategic-level activity happening and figure out how to respond to it.
JoshParnell wrote:Furthermore, it raises an interesting potential: if a wormhole generator can only link to existing wormholes, how about we have the ability for another generating ship to infiltrate enemy space, set up an 'orphan' wormhole, which we then link to from our side of space? This means that it is possibly to subvert choke points, but at great risk to the attacker (any ship carrying a generator is going to be expensive just because it's a big ship, and the first ship will always have to come through a choke point). Staying on top of scanning and patrolling your territory should easily thwart this.
Oh, lordy. So in addition to all the challenges of managing an expanse of space, I would also have to buy and monitor enough ships to patrol
all of my territory to prevent an orphan generator ship from establishing a hole anywhere?
Even if this idea were modified such that the initial generator ship could only provide enough charge for one more generator ship to come through, and they have to add to each other's charging for big/many ships to come through, you're still talking about something that's a nightmare to defend against -- i.e., not-fun.
I will say that this might be interesting to have in a universe that strongly favors attackers. I might even enjoy being an observer of a universe like this, where anyone could show up anywhere at any time and the borders of empires might as well be made of tissue paper.
I don't think I'd want to play in such a universe, though.
...
Because I don't like to be the kind of person who can only criticize the ideas of others, I want to be constructive.
To do that in this case, I need to understand something: what's the goal behind allowing players to affect wormhole charging? What problem is it intended to solve, or what appropriate player experience is it meant to enable?
If I could understand that, I could maybe help work out some ways to get there that don't break strategic play.