Switeck wrote:A point in favor of the warp gates is they act as a single point of strength/weakness of whoever/whatever is using them, acting as a nexus of their activity and concentrating their firepower to/from a system. Because the gates are not mobile...capturing/disabling/destroying it could represent a "serious setback for"...whatever faction has them.
I don't get that. As far as jumping between systems is concerned, warp gates add nothing at all. You can get to (or from) any system within 7 LY with them, just like (and to be precise: just
because) you can do that without them. So I don't get why their loss would be a setback for anyone.
Switeck wrote:In a large universe with few boundaries and almost no "Keep Out!" signs, they represent doors. Even if these doors can't really go anywhere you can't already get other ways OR do anything that hasn't already been done...they are still different and special as a concept.
I don't get that, too. Who cares about the 'special concept', if there is no scriptable reality whatsoever behind that concept? As a matter of fact, warp gates can neither add nor take away boundaries, so how are they like doors? Factually they aren't.
The
only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story,
but completely without any actual gameplay behind it. As soon as you want to attach
some actual functionality to them,
and want this functionality have something to do with jumping to another system, the whole illusion comes crashing down. The warp gate doesn't do anything which selecting a neighbouring system and hitting 'H' doesn't do as well.
Switeck wrote:The closest equivalent to doors that strong would be destroying whole systems via novas to cut off other systems from the rest of the region. But I am very much opposed to the moral implications of an OXP that used that "tactic" especially against a minor faction.
That's not an equivalent, because warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all.
Switeck wrote:For warp gates, it is up to us to create what lies beyond those doors. Or what tangled webs connect these doors. And whether we find out these doors should never have been (re)opened.
As I said, that works only as long as nothing actually lies beyond. And we don't need to discuss aspects of scripting, because nothing whatsoever gets scripted.
Switeck wrote:These warp gates could use misjump tricks to reach distant systems.
For which already an OXP exists.
Switeck wrote:They could even stay in a system but go far away from the system's sun and place items there.
That OXP also already exists. And the possibilities to place things very far away from the sun are limited due to the issue of precision of floating points.
Switeck wrote:A mini-system hidden in interstellar space could easily be added...which only appears if you go through one of these "doors".
That's the first idea which I actually understand, and feel it makes sense. (However, I'm not overly excited about additional systems in interstellar space. They'll never look like a proper system.)
Switeck wrote:Or they could be just meant as 2-way routes between known systems
Again, adding nothing over "hit 'H', count down from 15". That also works 2-way.
Switeck wrote:Or ships could be made to launch from the warp gate "station" as though they came from some distant system without the mess of moving them from near the witchspace beacon. "has_npc_traffic = yes;" would even save you some of the trouble of having to script all of it!
I don't think that would work. As soon as the player decides to jump through the gate, he would in fact watch the docking rings animation, and then find himself on a station named "Warp Gate" with a market and equipment store. At that point his willing suspension of disbelief would be out of the window. An immersion breaker, if there ever was one.
I'm sorry, but within Oolite's game engine I find that warp gates make very little sense, and are of very limited use.