(WIP) Sun-Skim Jump Gates
Posted: Wed Jan 24, 2024 6:02 am
Based on the discussion here, and a variety of other places over time, the task of sun skimming fuel, particularly in systems where the sun distance modifier has been increased, is a bit tedious. The wp-sun spacelane is by default quite empty, meaning there are fewer encounters, so the travel is kind of lacklustre.
So, I've put together a quick OXP, based very heavily on Thargoid's "Gates" oxp, to play around with a concept of adding jump gates to the system along the wp-sun spacelane. The WP gate is located a little bit away from the WP itself, to prevent any accidents, and the other one is located at around 75% of the way to the sun.
In dangerous systems, or systems with a high number of dangerous nearby systems, there is a chance there will be some pirates lurking in the vicinity of their gate.
The gate charges the player 250cr to use it.
For the moment, you can download it from here: (Edit: download removed while options for making it less of an exploit are considered). I'll leave off adding it to the manager for a little while.
In-game screeny:
I haven't come up with any specific lore for these gates, other than what Thargoid put into his original. Happy to bat around some ideas, though.
I should add: gates aren't added to a system if the wp-sun distance is less than 2000km, or if the wp-main station distance is greater than the wp-sun distance.
Anyway, let me know what you think. Should the exit gate be closer to/further away from the sun? Should there be more/less lurking pirates? Is the fee too high/low? Should the gates be limited to certain systems? If so, why or why not? Or does this completely break every game system known to man, and risk destroying the space-time continuum if they are used?
Edit to add: Just thought of another important question: Does this actually help the process of scooping fuel?
So, I've put together a quick OXP, based very heavily on Thargoid's "Gates" oxp, to play around with a concept of adding jump gates to the system along the wp-sun spacelane. The WP gate is located a little bit away from the WP itself, to prevent any accidents, and the other one is located at around 75% of the way to the sun.
In dangerous systems, or systems with a high number of dangerous nearby systems, there is a chance there will be some pirates lurking in the vicinity of their gate.
The gate charges the player 250cr to use it.
For the moment, you can download it from here: (Edit: download removed while options for making it less of an exploit are considered). I'll leave off adding it to the manager for a little while.
In-game screeny:
I haven't come up with any specific lore for these gates, other than what Thargoid put into his original. Happy to bat around some ideas, though.
I should add: gates aren't added to a system if the wp-sun distance is less than 2000km, or if the wp-main station distance is greater than the wp-sun distance.
Anyway, let me know what you think. Should the exit gate be closer to/further away from the sun? Should there be more/less lurking pirates? Is the fee too high/low? Should the gates be limited to certain systems? If so, why or why not? Or does this completely break every game system known to man, and risk destroying the space-time continuum if they are used?
Edit to add: Just thought of another important question: Does this actually help the process of scooping fuel?