ShadowWorrior ShadowWorrior

Idea: Permanent Wormholes

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???

33,435 views 34 replies
Reply #26 Top
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.


I think you should be able to close it. but in a different way. Basically, to build a wormhole generator you equip a ship with a wormhole generation module (which cost a sh*tload and take up a sh*tload of space). Then you move the ship where you want the wormhole to start and hit a button that says "generate wormhole". then you place the other end of the wormhole where you want it. The only way to destroy a wormhole created is to turn off the wormhole generator (which takes 5 weeks). But, turning off the generator should come at a serious price. If you turn it off, everything within 15 parsecs/spaces will get sucked in, including the generator. And once you collapse a wormhole, you can't place a wormhole whithin 20 parsecs of the original because of space time damage.

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 think that the wormhole generation tech (which would cost a sh*tload) is enough and no unneeded improvements or maintenence that rises in price should be used. It should just be a flat maintenence cost of lets say 50bc a week.
Reply #27 Top
Yeah, I like the Wormhole generation idea.

Maybe, if you destroy the wormhole generator, you cause serious damage on both ends (think planets rendered radioactive/class-0, suns destroyed, starbases imploding, engines shut down), but if you just turn it off, the ship just gets destroyed.

Responding to the invisible idea, maybe. But I think natural wormholes should be invisible- the logic being the Bajoran wormhole from DS9 was invisible to everyone at first, until they stumbled into it. They are literally 'secret', while created wormholes are more direct conduits that you can see.

You know what? Wouldn't this be better as a Gate Starbase? You need only one to activate, and when you do, you target a region of the map and the wormhole appears somewhere in that region. (Accuracy based on number of Sensor upgrades, perhaps?). Then, the wormhole appears where you wish. Your rivals can see it, and if they wish, send ships through. But if they do, they face combat with the Gate Starbase. Also, you could have some 'Mine Modules' mounted on the starbase that explode and destroy oncoming ships- maybe they add Mass Driver points?
Reply #28 Top
I think a wormhole generator could be implemented. Not like a ship wormhole generator, but a wormhole generator station, somewhat like a starbase. Since this would really shake up the game, it would be very high up in the tech tree. The starbases could link up to other wormhole starbases or existing wormholes. Oh, and yes I do agree that it should cost alot to maintain. Like a 100 bc a turn per wormhole starbase, since only the most powerful races could research this they would have to pay big to make one of these babies.
Reply #29 Top
You know what? Wouldn't this be better as a Gate Starbase?
End of quote


I thought we already said "no stuff that prevents starbase usage for certain races"
Remember? my supergun idea was rejected...  

but otherwise, placing a military starbase at your end is feasable, because it can't shoot so you'd have to have guard fleets there all the time.

Maybe, if you destroy the wormhole generator, you cause serious damage on both ends (think planets rendered radioactive/class-0, suns destroyed, starbases imploding, engines shut down), but if you just turn it off, the ship just gets destroyed.
End of quote


Just like how the arceans destroyed the drengin when they came through the stargate with a bighuge fleet... you just turn it off and they can't win, no reinforcements.
It would be the same, yor come through, you turn it of in fear and blow them up and then turn it back on. There has to be some MAJOR penalty.
Reply #30 Top
Prevents starbase usage for certain races? What?

I think a wormhole generator could be implemented. Not like a ship wormhole generator, but a wormhole generator station, somewhat like a starbase. Since this would really shake up the game, it would be very high up in the tech tree. The starbases could link up to other wormhole starbases or existing wormholes.
End of quote

You do know that's basically what I said?
Reply #31 Top
Prevents starbase usage for certain races? What?


I think a wormhole generator could be implemented. Not like a ship wormhole generator, but a wormhole generator station, somewhat like a starbase. Since this would really shake up the game, it would be very high up in the tech tree. The starbases could link up to other wormhole starbases or existing wormholes.

You do know that's basically what I said?
End of quote


Oh, sorry. I just scan through some of the posts and I guess I missed that. *slaps self on head*
Reply #33 Top

what if a worm hole moved close to a planet or star? would it explode, just go to the other side,shoot out of the wormhole and keep moving till it gets close to a star and go back in orbat. hmmm

 ps i like the idea of a wormhole generator. maby you can yous it for quiker trade which could give you a 20% bones depending how far away you are and how quiker it is yousing it instade of the normal way normal. but that seems to complicated

Reply #34 Top

I think another thing that would make such natural and artificial wormholes a severe (and hugely fun) game-changer would be significant reductions in ship ranges.  Like start with only one sector's worth of range around a planet or starbase, plus one sector per tech researched.  That would result in...6 sectors-worth of range with no modules on a ship?  Personally, I'd say cut it down even to half a sector to start and per tech.

On the subject of natural vs generated wormholes; I have to say I prefer the idea that you can build an improvement on a planet that lets you jump to another planet with the improvement on it, but you can only build it on two planets.  I add to that building a starbase module on two starbases in the same context, you can only build one on two starbases.  Both together would allow you two routes to invade or defend.  More than that would start involving new kinds of rally points so the game can keep track of which planets and bases are connected to which.  Or, perhaps it could be a zone teleportation.  A blanket option for ships to teleport from the tile of a base or from planetary orbit to another planet or base within a certain range.  I personally think this should be exorbitantly expensive in some way though.

I actually posted this and other ideas to go with it in the thread for ideas for GalCiv 3.