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New sector idea
Well, this is not about how to reorganize the sectors and the map, but more like a way to link factional space so that's an alternative for travel.
Basically the idea is for a sector kinda what gurge is but way longer. The idea being longer than the actual ammount of Klicks that you would do if you were to go via the shorter route (via the mentioned unreg). Say that you need to take 8 or 9 jumps to reach from Sol Core to Oct Core, so, the alternative would be: Sol core >> normal sector >> huge long sector >> normal sector >> Oct Core. The twist would be that this huge sector, the path is so long that you can't see from gate to gate and there will be roids in the path, forcing people to plot a route thru the roid/obstacles sector. Its secure in the way reg space is, but is very long, and the many obstacles and roids there are also allow for others to sneak in or hide. Personally Id prefer that unreg be tied to these as well, witha gate also in a equal position or relative distance to the others and also with roids in path, so basically folks that go in there, be pirates or regular people, have places to hide or can use the rocks to their benefit. The other option would be to keep it more clean of roids, but long kinda as what Far Gate feels. ELP |
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Re: New sector idea
Sorry, I think I missed something...
You want two paths from each faction. One is regulated and one is unreg? Regulated is a longer path to try and get people to go through unreg? Both will have crap in the way so you have to constantly change directions in a heavy tow? I'm sorry, but I don't want any more "emma"s.... |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 790
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Re: New sector idea
Actually Elpirata makes good sense to me. A "safer" route that takes longer and is more difficult or a "more dangerous" route that is faster. Decisions, options and opportunity!
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Re: New sector idea
So long as the "quicker and more dangerous route" isn't infested with roids right in the middle of the flight path, I'd be OK with it. The long way could have that, but if the unreg sectors had roids through the flight path then most people would just take the long way to avoid the pain in the rear it is to manoeuvre when heavy.
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Re: New sector idea
The idea of roids in path in the long sector is precisely that, to force people to plot a path (which is not hard to do if rotacols are going to be kept) so is not a simply point, thurst forward, go AFK and watch some TV while heavy ship gets closer and closer to the other gate.
This is also why I'd link this sector to unreg as well, is a choice. ELP |
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Re: New sector idea
ELP, my point was that if there are roids in the way in unreg, then heavy freighters will not travel that way. You wanna stick roids in the middle of the regulated sectors fine, but not in unreg traffic lanes. If there are roids in the main traffic routes through unreg that will force players to the safe but long route. It will have the opposite effect to that which we want, which is to make unreg more enticing. The unreg traffic lanes need to be quicker but also a little less difficult to navigate through. We want freighters to go there but we dont want them to be sitting ducks at the same time.
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Re: New sector idea
The problem I see with this idea is, at least with tows, the hardest and most time consuming part is just to get the thing moving, the rest is easy. So reducing the multiple sector jumps to one long sector would basically negate that (and yes, I read the part about the roids in the way, but we all know we'd eventually manage to plot a path through the sector that would need very little course correction).
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