Recognized by Council Inhibitors interrupt jumps.

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    People who cross a sector where there is an active inhibitor influencing it will be sucked out of warp.

    Jump drive will land you in a sector along your path, how far away from the inhibitor depends on how powerful your drive is vs the inhibitor.
     
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    Current jump-drives effectively just use the "/change_sector" command; making this suggestion work would require fundamental changes, one way or another.

    For example, if a "hyperdrive" system is added, it would be logical, and simpler, to have this be influenced by inhibitor radii instead of jump drives. It is, I believe, common consensus that a "hyperdrive" system would be a continuous FTL system, which actually moves a ship through space (or some alternate layer thereof), whereas the current jump drives function as point-to-point FTL, which is unaffected by any interuption which is not at the starting point.

    On the other hand, if the functionality (near-instantaneous, point-to-point) of a jump drive does not align with Schine's intentions for what a jump drive "is" (eg. if it is intended to represent the ship actually moving through space to its destination, albeit quickly and possibly "out of phase" so it doesn't collide), it seems likely that some limited raytracing between the two points of a jump could readily decide when and where a jump is inhibited.

    Overall, I agree with the idea. Inhibitors being viable as a blockade tool would make for much more interesting gameplay, in terms of piracy and associated counterplay, as well as military conflict. Personally, I'd prefer to see this feature implemented alongside a "hyperdrive" system used by most ships, and an alteration of jump drives to make them longer-range, as well as very difficult to utilize on small and/or unspecialized ships (obligatory comparison: the jump drives used by capital ships in EVE Online).

    EDIT: Increased clarity.
     
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    DrTarDIS

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    Yes, having jump-drives forcibly kick you out if they cross a natural(stars, "warp storms", black holes, whatever) or artificial(Inhibitors) barrier would be cool defense, ambush, or siege tactics.
     
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    Hehehehe, Star Wars hyperspace. Love it.

    Yes, it would be cool if inhibitors interrupted jumps. However, not the current kind of jumps. My thoughts would be to make the JD an actual "jump" drive that maintains functionality.
    The best way to "jump" from point-to-point in real life would be to bend space and time and move from Point A to Point B via Point C, where Point C is a fold in space and time. This fold allows you to move from one end of space to the other, almost instantly. The problem, of course, is that you have to fold space and time. Space and time take a LOT of energy to fold. So this system should require a lot of energy (As in, capital-ship-grade energy storage) but be capable of moving a ship just like it does now. This would make it a tactical weapon rather than a really limited form of travel.

    That said, hyperspace should be a dimension/place/method of travel in which you move fast and (At the risk of turning this into Star Wars Episode 6 1/2: The Block-based Expanded Universe) can be affected by large objects (And only be large objects) in real space. In other words, if you fly through a star in hyperspace, you die. So fly around. It's safer that way.

    This would also make exploration tough (And consequently make exploration-based bonuses more balanced) because if you try to hyperspace out to the furthest reaches of the galaxy, you'll probably hit something on the way out (Because you shouldn't know where stars and/or planets ARE yet) and die a horrible, expensive death.