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[Suggestion]Wormhole disruption device |
Taelron Grand Admiral
Joined: October 06, 2001 Posts: 1035 From: SF Bay Area,
| Posted: 2004-03-03 15:24  
Here is another idea...
We have jump disrupters and now wormholes can by pass that...
So how about a Wormhole Collapsing Device (WCD) which isnt carried by any ship by default, has to be bought from factories on planets after its researched... Its a slow charge device that can collapse any temporary wormholes... And disable the static wormholes for 5 minutes.
The idea behind this is, the attacking fleet creates a wormhole, then start heading to it. Your fleet happens to be near the planet when you see the flash of the wormhole. You target the wormhole and collapse it. This way you can stop the invasion completely, or slow it because only 2 or 3 ships get through before its gone, suddenly they went from having a large invasion force to 3 loan destroyers cut off from their supporting heavy ships in enemy territory...
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-03-03 16:11  
Perhaps a little addon to the current planetary Dictors.
Level 2 Dictor.
Planetary Distortion field.
Power -30
Workers -2
Metals - Thats up to you DEV's
Tech - 70 ** make lvl 1 tech 50-60 **
Range 1250Gu * little upgrade *
Effect.
Jumpdrive:
When a Jumping ship hits the field its jump procedure is aborted and drawn out of Tach space and returned to normal.
There it need to recharge the drive and move out of the field in order to make another succesfull jump.
Wormhole:
The standard wormhole device has a variance of 1000Gu.
Meaning that any WH can form whithin a 1000Gu radius of the targeted spot.
The LVL2 Dictor will increase that variance by 2 fold.
meaning that creating a WH near a planet whit that building will increase the inaccuracy of a WH.
So YES it can get you close to a planet BUT be prepared if you end up 2K away from it.
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- Axi
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-03-03 16:48  
Bleh, nah. Wormholes are inaccurate enough as it is.
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2004-03-03 17:00  
Perhaps, making it so wormholes take damage like ships, enough damage and it collapses..
Easier to do..
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2004-03-03 18:01  
Maybe... it would make more sense if they lasted longer than 2 minutes...
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Josef Marshal
Joined: February 15, 2002 Posts: 833 From: The Internet
| Posted: 2004-03-03 19:41  
I like the damage idea alot!
_________________ Fleet @0. Simply the best.
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2004-03-04 05:06  
Quote:
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On 2004-03-03 17:00, Faustus wrote:
Perhaps, making it so wormholes take damage like ships, enough damage and it collapses..
Easier to do..
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I too like this idea!
I can wait to ambush the enemy by destroying their escape wormhole.
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Strategery Grand Admiral Sundered Weimeriners
Joined: December 07, 2002 Posts: 522 From: Straight Outta Boston!
| Posted: 2004-03-04 05:12  
All good ideas. Damage idea seems best. I definately like the wormhole concept. But it has a major negative factor as well: fleets can get deep within enemy territory, quite quick and easily. Maybe too easily...
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[S.W] Grand Admiral Strategery
ICC Master Battle Strategist (ret.)
Proud Commander of the C.S.S. Ticonderoga
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Undergamer Fleet Admiral
Joined: March 12, 2002 Posts: 45
| Posted: 2004-03-04 05:21  
You cant just shoot at it with an alpha strike and kill it. I mean the missles and torpedo's would just go through to the other side. Its not like they would explode when they hit.
What about beams? Two alpha strikes of 5-7 Cl500's wouldnt be bad. I mean we cant make it totaly vulnerable or invulnerable. Its too good of a weapon to toast like that. It should be so one or two ships cant seal it without taking alot of damage.
Another idea might be to make the wormholes damage themselves enough for two minutes. For every second after 1 minute it will destabalize by 1% and continue to damage itself throwing off your exit vector by about 100 gu to a max of 1000 gu, on top of the inaccuracy of the original wormhole.
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