Implemented A way to prevent jump drives?

    Which method would fit the game best?

    • Ship-based inhibitor (M1)

    • Station-based inhibitor (M2)

    • Both

    • None, we needz this escape plan xD

    • Weapon effect (M3)

    • EVE Weapon(M4)


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    Do you actually have any indication whether you are draining the enemy jump drive or not ? If not you should probably see the jump charge % when targeting a ship, much like we see shields currently.
     
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    Do you actually have any indication whether you are draining the enemy jump drive or not ? If not you should probably see the jump charge % when targeting a ship, much like we see shields currently.
    What about ships with 1 fast drive and 8 slow ones? I don't think that option would scale well with how differently people can build ships.
     
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    What about ships with 1 fast drive and 8 slow ones? I don't think that option would scale well with how differently people can build ships.
    Been meaning to test the new jump inhibitor and I assume they inhibit total jump modules regardless of how many computers you have linked to them. Gonna try this out tonight after work and get back to you.
     
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    Been meaning to test the new jump inhibitor and I assume they inhibit total jump modules regardless of how many computers you have linked to them. Gonna try this out tonight after work and get back to you.
    I was talking only about showing jump percentage on the target info. (As how would that number ever be calculated)

    As for your question they drain all jump drive computers within the area of influence. (3x3 sectors centered on the inhibitor)
    While active it works a lot like a jump drive but in the opposite direction, removing an amount of charge based on number of modules.

    IE A jump inhibitor of 50 blocks will prevent a jump drive of 50 blocks from charging, but a jumpdrive of 100 blocks will charge half as fast.
     
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    How about adding a little light with a ring around it on the little scan information window when targeting a ship.

    Lights showing the jumpcharge rate under the influence of all affecting inhibitors:
    white = Target is currently not affected by any inhibitors
    blue = At least one jumpdrive can charge faster than being drained
    red = No jumpdrive can charge faster than being drained
    black = Target has no jumpdrive

    Rings showing the current jumpcharge:
    blue = At least one jumpdrive is fully charged and ready
    yellow = Jumpdrive with the highest current charge is neither at 100 % nor 0 %
    red = All jumpdrives are completely drained
    black = Target has no jumpdrive

    JUMPCHARGE.png

    These would mean

    1. Target could jump at any moment ( blue ring ) and even with your inhibitor active, the target could could recharge faster than being drained ( blue light ).

    2. Target cannot jump right now ( yellow ring ), but could get to this point even with your inhibitor active ( blue light )

    3. Target has no chance to jump as long as your inhibitor is active since you will drain faster than he can charge ( red light ). The ring would sooner or later turn red ( completely drained )

    4. A situation that could only exist if you would encounter a target without turning your inhibitor on, otherwise the ring would turn yellow instantly.
     
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    How about adding a little light with a ring around it on the little scan information window when targeting a ship.

    Lights showing the jumpcharge rate under the influence of all affecting inhibitors:
    white = Target is currently not affected by any inhibitors
    blue = At least one jumpdrive can charge faster than being drained
    red = No jumpdrive can charge faster than being drained
    black = Target has no jumpdrive

    Rings showing the current jumpcharge:
    blue = At least one jumpdrive is fully charged and ready
    yellow = Jumpdrive with the highest current charge is neither at 100 % nor 0 %
    red = All jumpdrives are completely drained
    black = Target has no jumpdrive

    View attachment 15659

    These would mean

    1. Target could jump at any moment ( blue ring ) and even with your inhibitor active, the target could could recharge faster than being drained ( blue light ).

    2. Target cannot jump right now ( yellow ring ), but could get to this point even with your inhibitor active ( blue light )

    3. Target has no chance to jump as long as your inhibitor is active since you will drain faster than he can charge ( red light ). The ring would sooner or later turn red ( completely drained )

    4. A situation that could only exist if you would encounter a target without turning your inhibitor on, otherwise the ring would turn yellow instantly.
    10/10 whould actually be a good idea!