Bill Firedrake Bill Firedrake

Supergates

Supergates

Concept based on the Ori Supergates in Stargate SG-1

So yeah, after playing a game on "Large" I found that the galaxies can get quite huge, and I haven't even played bigger maps yet. I'm a big fan of military and conquest, which means that going on to conquer all the planets by traditional military means (in addition to means of influence) can take several hours. So, Instead of having to send fleets of ships across the galaxy--a process that can become annoying--I thought about just assigning a few construction ships to a sector anywhere in the galaxy and then having to send say 3 or 4 construction ships to another sector in the galaxy. The first construction ship would have four construction options: the original 3 starbases that come with the game, and a fourth option called a Supergate or Stargate. The remaining 2 or more construction ships would be there to add various modules to the gate, including but not limited to shielding and armor, and of course the gate operation module. The gate remains inactive until the second gate has the gate operation module installed, at which point the two gates automatically connect and no further modules may be added. At this point the gates become indestructable, which creates a whole new set of strategies for both the builder of the gate network and the other players. One example of this is that it will force players/AI to watch their space more closely.

I may not know much about modding, but I THINK this should be possible. After all, wormholes are already used in the game. In this case it would just be a matter or sending ships to a specified sector as opposed to a random sector.

Yeah. I'm a n00b. Sorry if it shows. But I think it's a cool idea.
23,737 views 47 replies
Reply #26 Top
not to be a buzz kill but assuming there was a network of stargates (or any form of matter teleportation) they would probably not be designed for tactical usage, I mean in SG1 they have all sorts of things that prevent the gate establishing connections, or preventing someone to travel through. So that discounts the advantage of having such a fast method of movement.

Now if it were me and I had two methods of travel, the first which is a network of gates which link systems or whatever ( see the X Universe of games) or a FTL (faster that Light) drive mechanism Id probably choose the FTL drive method, simply because the ships can then fly to the destination relatively unimpeded and then beable to enter combat, where as moving through the gate system would mean that youd pop out and temporarily dazed, seeing as most onboard systems (sensors, astro-navigation software, weapons control etc) would all need to run up to readiness in the new environment due to the displacement effect caused by being moved from one point to another.

for example Im going to use the Jump drives from Wing Commander for this, in both the games and the (admittedly lame) movie ships exiting from jump-space are momentarily disorientated because the jump drive requires massive amounts of power. Now a gate network uses its own power source and so the ship doesnt need the gate drive, what would happen if it popped out in the middle of no-where after misgating, and something happened to the gate powersource, youve got a ill equipped ship stuck in the middle of nowhere with no hope of support.

so for a space combat system any form of gate is impracticle when you have FTL drives because FTL drives are on the ship, are self contained and allow the ship to remain ready for battle at a moments notice although in the novel The Forever War there was a hybrid system, instead of having gates a ship would fly at a collapsar (which is a neutron star which the surface is bouyed up by relativity but it still in the process of collapsing), then the ship would be flung off at light speed along its heading prior to insertion into the collapsar, so unless they encountered another collapsar they were pretty much screwed.

overall the tactical advantages of hyper/star/dimension/rift/whatever gates versus a faster than light capable ship dont wiegh heavily towards the gate method, its too easy to abuse, but hey if you make a mod for it kudos to you, dont let the naysayers say Nay to it, its just a matter of personal preference and I dont think Id be using a gate mod if one existed
Reply #27 Top
The ship movement in the game, even with advanced engines, is slow and arduous. This would merely be an extremely advanced alternative to sending fleets of ships across the galaxy in what could take 5 or more turns. In addition, the advantages would not be limited to offensive tactical. You could construct a gate system between you and another civilization as a method of dispatching trade freighters, or between you and an allied civilization this way if an enemy attacks one of you, the other could transport ships more quickly to offer aid.
Reply #28 Top
As Brad/Frogboy has pointed out in the dev journals it is easy to add a new feature but hard to recode the AI to properly take advantage of it.

It wasn't until v1.1 that the AI started valuing speed but it still does not value sensors, so I ALWAYS get in the first shot giving me a HUGE advantage!
Reply #29 Top
who knows its a unique idea that could be done for the expansion
Reply #30 Top


well in thoery theres no weight in space so supoly if you keep accelerating you would just keep gaining speed.

its game theres no real basic to any of it.

as for using worm holes to connect points is kinda silly I dont even really like point of them being in game at all worm holes are acutlly supose to be black wholes that some how connect

in theroy when to black wholes connect tho ud just end up with things getting sucked in at both ends and every thing getting crushed in middle.

well thigns that are big anyways small things do escape its proven fact that bases of life are formed in black whole and end up escapeing black whole.

its game theres no reason that, they cant just thro in abilty to make star lanes.

or stargates where you can build using contration ship a stargate at one side and then move the contration ship some place elese and have it build anthere one some place elese, master of orion had them

when you move ship from one point to othere it just got there in one turn

they dont even half to be linked if you build one at one point and then build one at anthere point it you would just instatsly move there.
to that point i mean where othere stargate is.

now its hard coded into the game that allies or what ever can not take advtange of star bases.

so if you build this Ai could not take advtange of ones you build but if ai builds then you wouldnt be able to take advtange of theres.

which is proably way it should be.

and it half to be something thats proably included into, a expasion.
Reply #31 Top
Another theory for wormhole creation is two black holes colliding, they could add black holes to the game and ships near them get destroyed.
Reply #32 Top
I think that black holes hould be around the hugh maps and just to suck into them planet that you have or the enemy....   
Reply #34 Top
Another theory for wormhole creation is two black holes colliding, they could add black holes to the game and ships near them get destroyed.


Wormholes are black holes linked to theoretical white holes. 2 black holes smashing together would be... interesting, if nothing else, but certainly not a wormhole.
Reply #35 Top
Supergates would increase the gulf between the game play of a decent human player and the AIs. Decent human players would make effective use of them and the AIs likely would not. Look at how poorly the AIs build up their planets, make use of economic star bases, and they never create the most important Galactic Wonder, "Eyes of the Universe".
Reply #36 Top
Well, I just thought of a counter: Interdictors. Using a special module that prevents the warping of space, they render both stargates and hyperdrives useless. Going to invade? Send a fleet with an interdictor to near the enemy's stargate.
Reply #37 Top
Well, I just thought of a counter: Interdictors. Using a special module that prevents the warping of space, they render both stargates and hyperdrives useless. Going to invade? Send a fleet with an interdictor to near the enemy's stargate.


Already a starbase module, although only slows the enemy down by 1. However, if you set it up so you can make lots of them, watch the DL sloooooow down to 1 pc/week
Reply #38 Top
Actually, I meant on ships. Interdictors are another standard scifi feature. Just imagine how players would react if their lovely 60-PC ships were cut down to one   
Reply #39 Top
Well you can put more engines on your designs, you know. Bigger maps = more important to get engine tech. Don't neglect to get Gravity Accelerators as well. On my current Gigantic game, my ships have either 24 (small, large, huge) or 29 (medium) moves, transports have 45, contructors 19. My conquest proceeds at a reasonable pace ;o)

BTW Eyes of the Universe is REALLY important on the biggest maps. The AI doesn't seem to rate it though. It's to the point where I'm wondering whether I should mod the game to make it less powerful - I'd still want it even if it gave every ship a sensor range of 5. Not having to put sensors in a ship saves a lot of space, so all the ship designs are that much more powerful, and every ship and starbase have range 10 gives a HUGE strategic advantage; I can defend with probably 1/2 the number of ships I'd otherwise require.
I think there's an argument for saying the EotU should only work for ships that have at least one sensor module.
Reply #40 Top
This is interesting. Try this set of starbase modules on for size. You reduce the influence of a starbase down to it's own tile, making it effectively useless for anything else, and then give it a huge speed boost, letting your ships "slingshot" from there to pretty much anywhere else you want. Massively abuseable, and the ai would go, huh?, but interesting anyhow.
replace all { with < and } with > using the replace-all function of your editor

{StarbaseModule InternalName="Hyperjump"}
{Name}Hyperjump{/Name}
{Model}Starbase01{/Model}
{Module_Requirement}PowerConsolidation{/Module_Requirement}
{Description}Sit back tight, you're about to experience some MAJOR whiplash{/Description}
{ModuleSize}1{/ModuleSize}
{StarbaseAbility}SpeedAssist{/StarbaseAbility}
{StarbaseAbilityValue}200{/StarbaseAbilityValue}
{Type}Defense{/Type}
{/StarbaseModule}
{StarbaseModule InternalName="PowerConsolidation"}
{Name}Power Consolidation{/Name}
{Model}Starbase01{/Model}
{Module_Requirement}{/Module_Requirement}
{Description}Concentrates the power of the starbase to it's own parsec, required for the Hyperjump module{/Description}
{ModuleSize}1{/ModuleSize}
{StarbaseAbility}StarbaseRange{/StarbaseAbility}
{StarbaseAbilityValue}-8{/StarbaseAbilityValue}
{Type}Defense{/Type}
{/StarbaseModule}

You also have to add this to English.str
under [TABLEALIAS StarbaseAbilities]
add [StarbaseRange] Starbase Range

or you get a string not found error

StarbaseRange has some interesting possibilities, though as noted before, getting the ai to understand and use them well is not in the modders hands at the moment.

FYI despite what it says in the mod guide, StarbaseRange changes the starbases range of influence, not the range that ships may fly from the starbase.

Reply #41 Top
okay, how about this: a new type of wormhole that is stable and will last for several trips and is two-wayed. by sending a constructor through to the far end you can build a structure on both sides that let you stabilize the wormhole to act permanently. this would allow for instant travel between both ends.... of course... maybe you could create your own wormholes... then of course you would be able to collapse them... make your own gates... very confusing.....
Reply #42 Top
okay, how about this: a new type of wormhole that is stable and will last for several trips and is two-wayed. by sending a constructor through to the far end you can build a structure on both sides that let you stabilize the wormhole to act permanently. this would allow for instant travel between both ends.... of course... maybe you could create your own wormholes... then of course you would be able to collapse them... make your own gates... very confusing.....


You JUST killed the horse. Now watch it be beaten.
Reply #43 Top
i am sooooooooooo confused how can hyperspace be faster than wormholes eg
homeworld games-hyperspace takes time
star trek-wormhole are instant
stargate-same as star trek wormholes are instant
also in engin research warp???? warp is slower than hyperdrive hyperwarp i understand becaus its just going to warp inside a hyperspace window but if evryone had stargates theay obviesly had hyperdrive because stargate are more advanced so let this person be and let him/her make the mod because for one i need stargates for this game (i would do it myself but i dont have a clue how to make one)  
Reply #45 Top
OK either some of you can't listen or some of you dont know English too well (no offence meant to any of those who dont use english as their primary language.)

This is what the Stargates are all about. And i quote:

"But their progress was slow. For their ability to move great distances was limited by the Stargates. The Stargates could only send ships between any two of them."

In the first sentence it states that the younger races progress was slow. It makes no reference to the speed of the stargates. What it means by their progress being slow is explained in the last sentence. You need two stargates to travvel between them. Gate A and Gate B. You build Gate A at your home planet. Now you need to send slow moving ships to wherever Gate B is located. Therefore taking a long time. Then you can send ships through the stargates quickly. Maybe not instant but faster than their ships.

This is what it has to say about hyperdrive. And I quote:

"Hyperdrive. With this technology, ships could travel great distances on their own."

This time it makes no reference to the speed of Hyperdrive merely that it allowed ships to go great distances without stargates.

So the conclusion is that none of the cinematic tells us the actual speed of either the stargates or the hyperdrive.
Reply #46 Top
So the conclusion is that none of the cinematic tells us the actual speed of either the stargates or the hyperdrive.


No, but Brad has, and he wrote the story

According to him, the stargates were about half as fast as the first hyperdrive.
Reply #47 Top
I would like to add my two cents worth here as a player who only plays gigantic galaxies. For the largest size galaxies they would become essential as soon as they are introduced. Yes, the AIs would have trouble using them, but the AIs already have no concept of distance as it is. (Watching a war between two AIs who are not adjacent is already amusing.)

OK my suggestion:
Fifth type of starbase: Transportation.
Modules:
Engine Bonus
Any ship that starts a turn within the influence gets a +1-5 depending ont the level of modules installed. Modules should be gained along with engine techs. (Impulse II gives you access to the the first +1 module and so on.)
Gate Tech
1st module is a passive receiver only for ships sent from other gates
size modules: 1st allows tiny ships 2nd small etc...
speed modules: 1st module sends the ships at 10 spaces a round 2nd-20 3rd-40 4th instant
Trade bonus modules might fit better on these starbases than economic bases.

other matters:
starbase destruction: If the starbase that the ships are being sent to is destroyed, the ships should be sent bact to the starting starbase. If both the starting and ending bases are destroyed, the fleet would be lost.
Now as for whether the gates would only connect two points (aka wormhole) or you got to pick any of you own gates upon entering (aka stargate) would be up to playtesting for ballance. I do think that you should be limited to your own gates and not enemy or allied gates. (although this would open up the idea of B5 style warfare)
This would allow for an internal network of transportation and trade that would be difficult to use offensively, but would increase the defensability of a large empire dramatically.