Phase Gate Destroyed?

I was playing a game the other nite, and after I destroyed a Vasari gate the ships that were still in transit continue to phase into the well.

Should'nt any ship in transit be destroyed or forced back too the well from which they came? This kind of defeats the urgency of destroying the gate first.

14,271 views 17 replies
Reply #1 Top

If ships were destroyed it would have severe gameplay implications to the Vasari player, it wouldn't work and it's rediculously harsh considering we could be talking about wiping out an entire fleet for 1 structure loss.

Forced back to the well?  It seems just as feasable that the gate is closing behind the fleet at the same rate as the fleet is jumping I think.  Plus you just made it impossible for the Vasari player to send his fleet straight back to reinforce not to mention the cost of the phase gate and the fact he can't use it to bring in reinforcements through Returning Armada.

I think it works fine as it is.

Reply #2 Top

I think it works fine as it is.
End of quote

Seconded.

Reply #3 Top

Vasari players don't really have the option to NOT use the phase gates ,with the current Interface. If you tell ships to go to planet X, they use a gate if its faster.

 

So if destroying the gate sent the ships back, the player would need to manually guide those ships from planet to planet in a transport route that ignored the gates, because having them sent back would make getting reinforcements there take even longer. It'd make the gates more of a liability then a help.

 

I see why the idea makes sense logically, but sometimes gameplay can't follow logic. :)

Reply #4 Top
What about sending the ships to the closest operational phase gate from the one destroyed? Though I do think it's fine how it is. :P
Reply #5 Top

Oh, even more fun...how about they drop out of phase where they are?  That could be real ugly.  It would make some sense logically speaking, but gameplay wise it would hurt. 

Reply #6 Top

You guys don't know your phase gates!

 

Vasari gates work like this

 

 

gate 1 calls gate 2. gate 2 sends gate 1 it's co-ordinants. Gate 1 then opens a portal to gate 2 and sends the ships. 

 

If gate 2 blows up, no big deal, the ships already have the co-ordinants.  They will just be slightly off their original jump plan.

Reply #7 Top

Ahhh!  So in this case, no big deal.  They have already jumped.  Jumping is a function of thier jump drives and not of the gates then.  That begs the question, what keeps any ship from learning the coordinates of a point in space and jumping directly to it, bypassing the jump lanes?  Maybe the gates setup some kind of buffer for the jumping ships that allows them to jump?  A temporary jump lane?  Then the energy produced by the ships in transit keep the gateway open long enough for them to complete the jump. 

Reply #8 Top

What about sending the ships to the closest operational phase gate from the one destroyed? Though I do think it's fine how it is.
End of quote

 

I like this idea very much. :thumbsup:

Probably because I don't play Vasary too often, hehe. For the other races destroying the pase gate at one planet to have the Vasari reinforcement delayed one jump (providing the neighboring planet also has a phase gate) is cool.

Reply #9 Top

Yeah, think of a phase gate as a giant hyperspace cannon. It sends the ships in the right direction with the right power. 

 

Why can't any ship find the co-ordinants? Well they aren't just the XYZ you're used to, there is also time to take into consideration. Since the gaps in space are so large, you have to have a mini wormhole to give acurate data. If A ship sends out it's sensors, discovers where it is they want to go, by the time they've received the data, the co-ordinants have changed.

 

With a phase gate, they are entering phase space, (like a mini wormhole) so they can receive the data almost real time.

Reply #10 Top

Lets just go with Tkins explanation and call it a day.

Reply #11 Top

Perhaps the two gates sync togather and calculate a route.  This infomration is giving to the nav computer aboard the ships.  The vasari then sync to the gates and follow this route.  It would not matter after they get into phase space since the route is already calculated, and the correct sync is already down.  Think of them like a gun.  You pull the trigger and the bullit comes out.  Once you pull the trigger and the bullet comes out you no longer need to the gun.

Reply #12 Top

Actually, I do like the idea of them being redirected to the nearest phase gate instead of just coming out of the system, and I really don't buy the idea that they wouldn't need the exiting gate cuz they'd know where to go already.

Having them be redirected would reward players knocking them out while not giving the Vasari player to great of a kick to the teeth.

Reply #13 Top

Quoting Tkins, reply 6
You guys don't know your phase gates!

 

Vasari gates work like this

 

 

gate 1 calls gate 2. gate 2 sends gate 1 it's co-ordinants. Gate 1 then opens a portal to gate 2 and sends the ships. 

 

If gate 2 blows up, no big deal, the ships already have the co-ordinants.  They will just be slightly off their original jump plan.
End of Tkins's quote

Rofl, obviously you don't know how big of a problem 'slightly off their original jump plan' can be.

Reply #14 Top

The phase gates allow the ships on the sending end to slingshot with enough velocity to boost the phase jump engines to reach the new planet. The grav well on the destination pulls them up. Hence they arrive. The destination one is required as some sort of beacon...

That explanation incorporates elements of Star Wars Hyperspace, Star Trek sling shoting (think Journey home :) ) and Babylon 5 with their version of jump gates and hypespace beacons etc to stop ships getting lost in hyperspace....

That should cover enough sci-fi to either convince everyone why it works, or start a HUGE flame war. Either way, a good outcome :D

Reply #15 Top

Lol.

Reply #16 Top

FLAME WAR FLAME WAR FLAME WAR!!!!!!!!! :P