a benifit will be that it costs nothing to use. the energy needed to run jumpgates will cost X amount per jump (cost is the same regardless of distance)..
and even though technically jumpgates are the fastest way to get around, it takes a while to initialize the jumpgate and actually enter it. With tradelanes, the ships wont need to stop to use them. they just fly right in. This means that tradelanes are faster at short distances when compared to jumpgates.
so what does this all mean?
if you need a fast way of getting from one place to another that isnt too far apart, you may as well set up a tradelane. it wont cost anything, and it would be alot faster. not only that, it will save you money. why would you pay X resources to hyperspace, say, 15k away when you can do it for free and spend them X resources on a different jumpgate to hyperspace a distance of 50k's. make sense?
hyperspacing will be one of Sirius United's weaker areas.
To be honest, i really dont know. I need to learn what is and what isnt possible when modding homeworld 2. idealy, they would be arranged in a line with a start and a finish. There wont be any in between ones - they where a disadvantage in freelancer for the ones who used it. they had the possibility of being attacked by pirates who disabled tradelanes. since the story is set decades after the real story, we could safely say that technology would have been advanced enough to only need two tradelanes (Start/finish)
cool what perpose dose this serve in-game ?
a benifit will be that it costs nothing to use. the energy needed to run jumpgates will cost X amount per jump (cost is the same regardless of distance)..
and even though technically jumpgates are the fastest way to get around, it takes a while to initialize the jumpgate and actually enter it. With tradelanes, the ships wont need to stop to use them. they just fly right in. This means that tradelanes are faster at short distances when compared to jumpgates.
so what does this all mean?
if you need a fast way of getting from one place to another that isnt too far apart, you may as well set up a tradelane. it wont cost anything, and it would be alot faster. not only that, it will save you money. why would you pay X resources to hyperspace, say, 15k away when you can do it for free and spend them X resources on a different jumpgate to hyperspace a distance of 50k's. make sense?
hyperspacing will be one of Sirius United's weaker areas.
cool
but will it have the 4 turrets like in freelancer?
i dont see why not. only problem is the animation.
will the trade lanes need to aranged in a line? or will there just be 2 (start and finsh)
To be honest, i really dont know. I need to learn what is and what isnt possible when modding homeworld 2. idealy, they would be arranged in a line with a start and a finish. There wont be any in between ones - they where a disadvantage in freelancer for the ones who used it. they had the possibility of being attacked by pirates who disabled tradelanes. since the story is set decades after the real story, we could safely say that technology would have been advanced enough to only need two tradelanes (Start/finish)