What If Players Could Partially Stabilize Wormholes Using Talocan Tech?

Hello CCP Games team,

I wanted to ask: do you see a possible future direction for the game where players themselves, through long-term effort, exploration, and new content mechanics, could gradually uncover Talocan technologies and eventually gain limited ability to stabilize wormholes?

Not necessarily as permanent, fully controllable stargates like in nullsec, but perhaps as temporary or semi-stable connections — something player-created, time-limited, and not fully understood. This could preserve the mystery and danger of wormhole space while still allowing meaningful progression tied to lore.

In other words, is there any vision where players could influence the universe to that extent — partially mastering ancient technologies without completely removing their unpredictability?

Thank you for creating such a deep and thought-provoking universe.

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in only 1 way i could see such changes …

if you want to “stabilize” the duration, then the mass has to reduced

if you want to “stabilize” the mass, then the duration has to reduced

and both of them should have a critical failure so both of them are reduced !

but no crit succes because this is to easy to cheese

and no “special” conections are effected ! i mean frig and trig conections

I don’t see an angle where this isn’t fundamentally worse for a game where long distance travel is already far too easy.

The abstract of this is literally just, “What if we made wormholes more convenient? Could we do that?”

It’s pretty obvious wormholes shouldn’t be more convenient than they already are.

Also bigger groups would simply get an even bigger advantage over smaller ones by “stabilizing” holes they need to bring in huge eviction fleets.

The only way I can see such technology working is if is used as “content creator”. Means you’d need to anchor (and protect) a deployable on BOTH sides of the wormhole, once they link, their effect is working. If one of them is destroyed, the effect is stopped. HP around that of an MTU.

That solves multiple problems:

  • in case of an eviciton, a Defender always has the option to attack the deployable on the inside Or the outside. Even a small force of Bombers or Long-Range Snipers can bring it down pretty easily. The evicting group has to protect it with RRs (and even those are pretty low effective given the low resistances) - on BOTH sides. Or try to prevent the defenders from applying damage to it by other means. It creates a combat situation, with a pretty high advantage for the defenders of the hole.

  • the Deployable makes sure that the stabilization attempt is instantly visible - from both sides. Which means even third parties can spot what is going on and try to get content here

  • The effect is only working for a limited time, aka while the owners can ensure protective presence. Else the deployables would be destroyed very soon. So the duration could be extended a bit, for example to make sure you can still do a hauling run and come back. Or the mass could be increased a bit, to make sure to get an important fleet through. But the duration or mass wouldn’t instantly “double” somehow.

*in case anyone wonders: “effect” means: as long as the deployables are online and linked, time passed and mass jumped is reduced by a factor of 0.x vs. the remaining time/mass of the hole. How exactly this factor is chosen, is part of a balancing decision. Could be 0.5, could be 0.75…

bigger groups have always advantage over smaller groups !

you get a bonus for a massive tradoff so why not ?

everything else gets way easier ! example ? → Asset Safety which results in never lose your stuff again …