Idea: Permanent Wormholes

I was thinking that maybe there could be permanent wormholes instead of the ones that dissappear (sp??) after the first use.

They would take up about a 3x3 area and ships could be almost instantly teleported between the two ends of a wormhole.

Although, I think that you should have to wait a week (apon sending a ship in the wormhole) for it to appear on the other side. That way enemies can shoot something special, like a super gun, down the wormhole to blow up whatevers inside, sounds a lot like colony wars.

Anyway, each ship would also need a special module to use a wormhole.

What do you think???

33,434 views 34 replies
Reply #1 Top
It'd be interesting in limited numbers.

Charging damage to a ship that lacked a 'surf wormhole' module would
limit wormhole use.

Also the wormhole ends could actually drift thru space like hurricanes, making
their use opportunistic.
Reply #2 Top
That would allow for combat similar to the warp point assault/defense in the Starfire universe, some of the best military sci-fi there is.
Reply #3 Top
ok im goin out on a lim here but what about capturing wormholes so to say like stargates or be able to acces them like in star trek deep space nine (never got to liking the show but oh well) so what do you guys think....
Reply #4 Top
This may sound like colony wars, but...

maybe you could put superguns or something that can shoot down the wormhole and blow the enemies up inside so they will be forced to go around the wormhole and blow the supergun up so they can send forces through the wormhole.

Maybe there could be a UP law about wormhole superguns...

Oh well, keep talking.


Reply #5 Top
I like the idea of permanent wormholes. That would be especially great in games with the larger maps, and it would add a strategic element to the game (posting fleets on the entrance to control it?) It may be difficult, however, to get the AI to understand and use them. If that's the case, then I guess it would be an unfair advantage to the human player to include them in the game.
Reply #6 Top
YES! I have always hated the wormholes in GalCiv2, they are totally useless, I have my survey ships steer clear of them. Permanent wormholes would be an excellent addition to GalCiv2, in fact just get rid of the unstable ones altogether. I posted this idea myself in an old thread, glad to see that this thread is up.

They would take up about a 3x3 area and ships could be almost instantly teleported between the two ends of a wormhole.


I don't think it would be necessary to have them take up a 3x3 space , just 1 space would be best.

Although, I think that you should have to wait a week (apon sending a ship in the wormhole) for it to appear on the other side. That way enemies can shoot something special, like a super gun, down the wormhole to blow up whatevers inside, sounds a lot like colony wars.


I don't like this idea. One could just park ships on the other end to blow up whatever comes out, having a supergun to destroy whatever is inside would totally negate the usefulness of a wormhole, and people would end up just paying money for a gun that is never going to be used because no one will bother with the wormhole after that point.


Anyway, each ship would also need a special module to use a wormhole.

Charging damage to a ship that lacked a 'surf wormhole' module would
limit wormhole use.


I like this idea, though I think charging damage is overly elaborate. Just don't allow use at all without one. And make it small, a size comparable to support modules. In fact, this sort of technology would probably be most comparable to the support technologies, the tech for wormhole capacity could branch off of it (or just be included in it).

Also the wormhole ends could actually drift thru space like hurricanes, making
their use opportunistic.


This is something I was thinking of too. Maybe each wormhole would have a certain "stability" level. This would determine the frequency of the ends moving and how far it moved with each jump. Maybe you could even add risk; with really low stability there is a probability of a ship simply not emerging from the other end when it entered.

ok im goin out on a lim here but what about capturing wormholes so to say like stargates or be able to acces them like in star trek deep space nine (never got to liking the show but oh well) so what do you guys think....


While I don't think that actually building some sort of structure over the wormhole itself is a good idea, military capture and control of a wormhole would obviously be very desirable. I am going to voice a different way to implement this (sorry for hijacking your thread). There should be an option where one can set up "militarized zones" in space. Basically, one would set some sort of boundary where you declare that it is 'an act of war' for other races to enter. Setting up these sort of zones would decrease relations with other civs, particularly if said zones are near or in their sphere of influence, as it is openly militaristic, but the AI would avoid these zones (based on your military strength; if your military is laughable compared to theirs, or you simply can't feasibly defend a zone because your ships are too far away, they wouldn't care if they were violating 'your space'). This sort of option could be used in many ways, from guarding wormholes to setting up buffer zones around important planets to even 'claiming' uncolonized worlds to ward off other civs' colony ships. Again, if you couldn't defend these zones other civs wouldn't care if you claimed space, but if you had defenses they would avoid these places. You could even set up some sort of toll for other civs to go through these zones. Thoughts?
Reply #7 Top
(posting fleets on the entrance to control it?)


Maybe you could just put a military starbase, or a special new starbase, at your end of the wormhole to control it.

Reply #8 Top
(sorry for hijacking your thread)

Don't worry about it.

This is something I was thinking of too. Maybe each wormhole would have a certain "stability" level. This would determine the frequency of the ends moving and how far it moved with each jump. Maybe you could even add risk; with really low stability there is a probability of a ship simply not emerging from the other end when it entered.

Yes. and if the stability were in the negatives it would just turn into a black hole and if a ship passed within 5 spaces of it... it would get sucked and die!  

There should be an option where one can set up "militarized zones" in space.

That would work too. but (not to be a jerk) I don't want this thread being about that, keep your ideas on the wormholes, unless your talking about a militarized zone in relation to wormholes, thats OK. Otherwise, get your own thread.  

also ignore my post right above this one, because I didn't notice millertime's post at the time.
Reply #9 Top
I am going to voice a different way to implement this (sorry for hijacking your thread). There should be an option where one can set up "militarized zones" in space... ...Thoughts?


Anyone responding to this can do so here: WWW Link
Reply #10 Top
Hey!

It's been about 2 or 3 days now... where did everyone go?!?!?
Reply #11 Top
I had some ideas.

What if, you could 'mine' a wormhole (ST:DS9, I know...), so any ship that came through exploded, detonating the minefield. A 'Minefield Starbase' would be built by a constructer, and various modules increase the number of mines. As such, if there is a wormhole leading to, say, Drengin territory (Your enemy), you can shut it down. Of course, the minefield could be destroyed like most starbases... it only activates if you use the wormhole.

Far enough along in the tech tree (Think Beyond Mortality), you could research 'Artifical Wormholes' (i.e., stable ones- ST again...), and actually build a 'Wormhole Generator' facility and target a position on the other side of the map and create a conduit so your ships can quickly travel through. It would be expensive and time-consuming, but worth it. (You should also be able to close the wormhole if you have to). While it might shake up the game, anyone who goes that far out is probably going for a Tech. Victory, so they may not actually ever use the wormholes.

But I like the idea of needing a 'Wormhole Engine', so to speak, to cross a wormhole. Using one could take away space for weapons, support, ect.

A problem I see with wormholes, is that you could sent your flagship through, and discover you are at the distant corner of the map, and have to fly all the way back (it's happened to me a lot), but doing it regulary...
Reply #12 Top
permenent wormholes would be a great advantage and it would make it easier to invade a planet
Reply #13 Top
I like the basic idea, but I only play the larger maps (the ones that apparently break the formal test plans ). It might be wrong for the smallest two or three map levels. I also agree that one square makes more sense than nine.

It may be difficult, however, to get the AI to understand and use them. If that's the case, then I guess it would be an unfair advantage to the human player to include them in the game.


This makes sense to me, mainly because I'm one of the (former?) speed junkies who had a really hard time with the so-called speed nerf in DA. I'm also reminded of how often I've been totally mystified by seeing AI ships with destinations halfway (or more) across a Gigantic map even though they only have a speed around 3 or 4.


Reply #14 Top
YES! I have always hated the wormholes in GalCiv2, they are totally useless, I have my survey ships steer clear of them.


I'm sure I'm not the first to use/mention this one, but there is one decent use of wormholes that I've found. Early on I'll equip my trade ships with a survey module so they can go through them. It's kind of fun because you never know where they are going to end up...but most likely it would have taken your ship many months to get there with early engines It's like a galactic crap shoot as to who is lucky enough to become your early trade partner.
Reply #15 Top
I'll equip my trade ships with a survey module


Can one of these ships go to a destination that's out of your ship support range? I try to avoid wormholes in the early game b/c they seem to trap my survey ships in a weeks-long autopilot run back into "known space."
Reply #16 Top
ok im goin out on a lim here but what about capturing wormholes so to say like stargates or be able to acces them like in star trek deep space nine (never got to liking the show but oh well) so what do you guys think....


I like the idea. Oh and Deep Space Nine was the best of the Star Trek series to date. And I loved all the ST sries from the Original to Enterprise with the except Voyager.
Reply #17 Top
YES! I have always hated the wormholes in GalCiv2, they are totally useless, I have my survey ships steer clear of them. Permanent wormholes would be an excellent addition to GalCiv2, in fact just get rid of the unstable ones altogether. I posted this idea myself in an old thread, glad to see that this thread is up.




I say we should have both Permanet and Temparary wormholes.

Reply #18 Top
Thats an Idea I agree with bellack  Im not saying every one elses ideas are not good they are
Reply #19 Top
by the way I think voyager is the best and I hate deep space 9  
Reply #20 Top
The 4x turn-based Birth of the Federation had permanent wormholes, and they worked quite well. I dont think it would mess up the path-finding too much as I've seen other games with teleport gates, such as Heroes of Might and Magic, where the AI was able to utilize them very effectively.

I like the idea of having this feature, and also to enable/disable the option when you start a game and customize the galaxy.
Reply #21 Top
What if, you could 'mine' a wormhole (ST:DS9, I know...), so any ship that came through exploded, detonating the minefield. A 'Minefield Starbase' would be built by a constructer, and various modules increase the number of mines. As such, if there is a wormhole leading to, say, Drengin territory (Your enemy), you can shut it down. Of course, the minefield could be destroyed like most starbases... it only activates if you use the wormhole.


I think "minelayers" would work better. (ships with a module that lays mines (maybe lay mines at a cost))

Oh, wait, I think our friend millertime already came up with a way to keep those smegheads out of our wormholes! (but, mines would work if you were at war with that person, because he wouldn't care if he went through "your" space. but, good idea anyway.

Far enough along in the tech tree (Think Beyond Mortality), you could research 'Artifical Wormholes' (i.e., stable ones- ST again...), and actually build a 'Wormhole Generator' facility and target a position on the other side of the map and create a conduit so your ships can quickly travel through. It would be expensive and time-consuming, but worth it. (You should also be able to close the wormhole if you have to). While it might shake up the game, anyone who goes that far out is probably going for a Tech. Victory, so they may not actually ever use the wormholes.


I like this idea! like in colony wars!
Reply #22 Top
Minelayers might work better, but I think that a mine-starbase would be easier to implement.
Reply #23 Top
The ideas of wormholes has been around on these forums, but it's good to discuss it once in a while.
Reply #24 Top
If you want to talk about mines go to this thread... mines
Reply #25 Top
Far enough along in the tech tree (Think Beyond Mortality), you could research 'Artifical Wormholes' (i.e., stable ones- ST again...), and actually build a 'Wormhole Generator' facility and target a position on the other side of the map and create a conduit so your ships can quickly travel through. It would be expensive and time-consuming, but worth it. (You should also be able to close the wormhole if you have to). While it might shake up the game, anyone who goes that far out is probably going for a Tech. Victory, so they may not actually ever use the wormholes.


I like this idea. But you shouldn't be able to close the thing, and it should be invisible - but still accessible - to foreign ships(should they accidentally stumble upon an entrance). Instead of you closing it, it should randomly close in a few weeks with you having no control over this, but this closure will allow you to re-establish a new wormhole whenever you want without building anything more. Any ships inside will get randomly kicked out of either end with 1 hp and 0 movement points left when the wormhole 'decides' to close.

Also, this Galactic Achievement that you must build to create a wormhole should have a giant maintainance cost, based on how far the two ends of the wormhole from each other: it can be much higher for a longer wormhole. The longer this thing stays open, the higher the maintainance cost per week become, exponentially rising, just as prices get prohibitively high for spies. But the upside: Terror Stars should be able to access these wormholes. However, trade routes wouldn't gain any income for passing through wormholes.


I'll equip my trade ships with a survey module


Can one of these ships go to a destination that's out of your ship support range? I try to avoid wormholes in the early game b/c they seem to trap my survey ships in a weeks-long autopilot run back into "known space."


I think he doesn't use any engines, and instead uses a trade module, a survey modules, and the rest of the space filled with life supports.

As for current wormholes, it's possible to preserve them. If your willing to trash 200 MP and build yourself 8 empty Tiny Hulls, you can just blockade all the entrances to the wormhole, if you think it's that valuable. It can still only be used once, however. Maybe if randomly appearing wormholes were permanent and two-way, or just permanent, they would be more valuable. Especially if the galaxy gets hit by subspace tears.