It’s probably been mentioned before, however I was wondering what the effects would be if a new warp gate mechanic were applied so that they could be transferred from star to star.
This is how I imagined it: like ceding a single star per full round, a player can have the option on the star menu to move a warp gate to an adjacent star that lacks a warp gate and is within both hyperspace and scanning range (since warp gate stations aren’t ships, you know. , they need extra data from the scanning) . It would then move like a carrier would to the other star, arriving once the transit time runs out. Once a warp gate’s moved from a star, that star of course loses its warp capability.
If the warp gate lands on an enemy star, the enemy either destroys the gate like a ship or they claim it. I kind of prefer the idea of destroying it, as it makes the move more risky and involved. Though it makes less logical and roleplay sense for a player to destroy something they usually can claim when it’s already on a star.
I think it’d be fun to play a game with this kind of tactic enabled in a game with poor resources and few natural gates whereby gates can be slowly transferred to one point or other. Once a gate’s found, it can be moved to key sectors over time. Stars awaiting for a gate arrival would become prime targets. It would allow for those random gates to have some descent function, as usually I find them all in typically worthless positions that benefit nobody. The games where building gates are disabled and yet have high random gates generated would have more strategic malleability with this option still enabled, which would be fun to see for me.