I propose a new system that will be used to block jump drives from activating. I know this has probably been suggested a few times but I feel it needs to be addressed, as all too often I see opponents managing to escape fights too easily.
There could be several methods to achieve this:
(warning - possible wall of text :p)
There is a poll if anyone would like to share their views on which one/s is/are needed.
Tl;dr: There needs to be a way to prevent opposing jump drives to stop the quick getaways I keep seeing happening all the time.
Please no hate or flame, this is my first suggestion and one I feel this game needs.
There could be several methods to achieve this:
(warning - possible wall of text :p)
Method M1: A ship-based jump inhibitor module. It would work like a jump drive in itself, requiring charge time, exponential power usage and multiple modules, but when activated it stops the use of jump drives in the ship's sector for about 30 seconds. Would probably have to be balanced a bit though. This could give rise to interdiction ships that have the sole purpose of stopping jumping in a sector so other ships can enliminate the threat. When the affected enemy ships leave the sector they can use the drives again.
Method M2: A station-based inhibitor module. Same actions as the aforemented M1, but is static and is always active as long as the computer is intact. There should probably be a rule in that these cannot be placed on a home base to prevent abuse though..
Method M3: An effect for a weapon that converts damage into damage to jump drive charge depending on the ratio, similar to how EMP and Ion effects work. (Idea by hzzzln)
Method M4: An EVE-style weapon.
Idea by Vanhelzing .1: Interdiction sphere. This can either be an actual sphere taking up a percentage of a sector or a full sector. I think a sphere would be nice. This is an AOE multi-target weapon. Anyone caught in the sphere cannot jump, even when fully charged. In order to activate it, a pilot should charge up the system on their ship and release it. The sphere is dropped where the pilot activate the module. The amount of time it lasts can be based on how many modules comprise the structure of the ship. The number of modules also can determine recharge rates / efficiency just as jump drives currently do. I'm thinking a good number needed is 10% of a ships mass.
There is a poll if anyone would like to share their views on which one/s is/are needed.
Tl;dr: There needs to be a way to prevent opposing jump drives to stop the quick getaways I keep seeing happening all the time.
Please no hate or flame, this is my first suggestion and one I feel this game needs.
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