![]() |
|
|
||||||
| Jumpgate Development Chat Talk about Evolution's Design, Tech or Art. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
24-06-2008, 08:21 PM
|
#1 (permalink) |
|
Ex-Jumpgate Community Manager
Join Date: Jun 2008
Location: Colorado
Posts: 193
|
At present, we're planning to significantly change the game map for Jumpgate Evolution. There are both gameplay and fictional reasons for this change. I'm prepared to describe only gameplay matters at this time, with the important caveat that this is still a portion of JGE design that is still subject to change as development continues.
First of all, the fundamental change is that we intend to place the factional home areas in the center of the JGE game map. The outer portion of the map (which will be 3D, approximately spherical) will consist of unregulated "frontier" space sectors. The factional spaces will be connected both at the rim of the "inner sphere" (probably via unregulated space), and through a central nexus. Although the shortest route, the central nexus sector will certainly be a hazardous area. This marks a departure from the Jumpgate Classic map design, where the factional home areas were in an outer rim and unregulated space was a small, dangerous central core. Unregulated space is planned to be an extensive interconnected "frontier" area, where corporations and squads (guilds) can be active (and in conflict) with minimal interference from the major factions (which regulate their home areas). A further planned feature of the game map will be player-driven expandability. The intention is that new gates to new sectors will be constructed at whatever pace the players are able to maintain, by using provided construction mechanisms. With unregulated space thus expanding at a rate related to player numbers and activity, it should be possible for the map's growth to keep pace even with currently-hypothetical gameplay and story processes that could allow guilds or factions to assume control of unregulated areas. Our present intent is that unregulated space will be a venue for most of the game's PvP activity, but we simultaneously intend for there to be significant non-PvP content also located in unregulated space. In JGC, there was often little reason to venture into unregulated territory. In JGE, we very much intend to avoid that flaw. |
|
|
25-06-2008, 10:45 AM
|
#2 (permalink) |
|
Junior Member
Join Date: Jun 2008
Location: United Kingdom
Posts: 3
|
I think this is good, so clans and guilds will be able to settle, as it were. on uninhabited space, my question tho is. how easily will another clan be able to take this space from you? is it just that another clan would destroy the space stations/capital ships and then be able to put there own in place?
__________________
Been in AVA 2 years, played Freelancer... 2 years, looking for a possible Freelancer 2. Is Jumpgate it? Or another bad copy. |
|
|
27-06-2008, 08:17 PM
|
#4 (permalink) |
|
Member
Join Date: Jun 2008
Location: United States of America
Posts: 33
|
Well in classic Jumpgate there was no policing except for in Station sectors, like the Core stations, where if there was PvP the station computer controlled drones would activate and go shoot down the offenders. I'd find it hard to believe that there would be much more then that in the faction areas, but you never know since they're trying to make Jumpgate available to a wider community than before.
|
|
|
27-06-2008, 10:51 PM
|
#6 (permalink) |
|
Member
Join Date: Jun 2008
Location: United States of America
Posts: 33
|
Ya that'd be interesting. Not sure how they would do it, though. They'd have to specify what a police action would be (probably just shoot and destroy), but also specify the wronged action. They could call it a Policing Patrol (or something along lose lines, my creativity of names is lacking)
|
|
|
02-07-2008, 03:01 AM
|
#10 (permalink) |
|
Member
Join Date: Jul 2008
Location: United States of America
Posts: 84
|
To be honest, the only problem with EVE's map is the inability for regulated space to expand. And it sounds like ND has a plan to fix that. I'd prefer in game mechanics instead of staged RP events, but I'm certain it'll still work.
|
|
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|