Interdiction - No escape!

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    Two ways we can do this;

    1. Make a new block that jams jump drives.

    2. Make EMP weapons drain charged jump drives.

    Always other ways of doing it, but we need some means of interdiction. If the devs already have something planned, then I'd love to hear about it.
     

    Winterhome

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    Gonna agree on interdiction.
    Not gonna agree on EMP draining JDs.

    Some servers have pirates using EMP weapons, and oftentimes they're not even that big. What happens if you're in a capital ship and pass too close to a pirate station, and your turrets take a pot shot at it? You end up having a swarm of pirates spawning on top of you that're extremely small, and you end up having to disable all of your turrets so you can clean up pirates by hand, or spend an hour killing the pirate station manually before you can leave the area.
     

    CyberTao

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    Some servers have pirates using EMP weapons, and oftentimes they're not even that big. What happens if you're in a capital ship and pass too close to a pirate station, and your turrets take a pot shot at it? You end up having a swarm of pirates spawning on top of you that're extremely small, and you end up having to disable all of your turrets so you can clean up pirates by hand, or spend an hour killing the pirate station manually before you can leave the area.
    Wouldn't be the first time that someone would have to refit some ships. Besides, I honestly dont see anything wrong with that at all, would prevent hit-and-run jump spam tactics to farm stations (Finish the job or dont bother), and teaches a valuable lesson of "look before you leap", you know, the same kind of lesson you get from jumping into stars.
     
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    Gonna agree on interdiction.
    Not gonna agree on EMP draining JDs.

    Some servers have pirates using EMP weapons, and oftentimes they're not even that big. What happens if you're in a capital ship and pass too close to a pirate station, and your turrets take a pot shot at it? You end up having a swarm of pirates spawning on top of you that're extremely small, and you end up having to disable all of your turrets so you can clean up pirates by hand, or spend an hour killing the pirate station manually before you can leave the area.
    He didn't say completely remove the charge of the jump drive he said drain the jump drive, meaning a tiny ship will not do much do your jump drive charge
     
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    He didn't say completely remove the charge of the jump drive he said drain the jump drive, meaning a tiny ship will not do much to your jump drive charge
    Goes without saying that a fighter isn't going to interdict a larger ship. I'd say you could jam a ship of equal or lesser size, unless you have multiple interdiction working on a titan, but it's unlikely a ship that big would run unless it was seriously outclassed by the attacking fleet.

    I'm now thinking that a jump drive jammer should be a computer/module set. This would keep smaller ships from stopping larger ones in their tracks. It would also make for another specialised ship type. If memory serves me right, the Imperial fleet in Star Wars had a ship of this class, usually with 2 star destroyers in tow.
     
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    Winterhome

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    I can agree with that. Alternately, bigger modules could improve the interdiction radius.
     
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    Definitely not. Jump drives are the one way players can escape griefers and pirates. I know Eve Online has the ability to jam warp drives (as well as counter-act warp jamming). It is a very annoying feature. However, I'm okay with warp drives charging faster when being hit, and depleted when firing weapons (except anti-missle turrets). This would effectively kill hit-and-run tactics, and allow non-combative ships to escape a fight.
     
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    How about an active jammer, that will jam smaller jump drives, but instead of turning them off, sends the ship to a random location? that would be quite funny...
     
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    How about an active jammer, that will jam smaller jump drives, but instead of turning them off, sends the ship to a random location? that would be quite funny...
    So more griefing? No. Nothing should be added to the game to make it easier to grief players, period. If anything, things should be added to the game to prevent griefing, and penalize players that engage in this behavior.
     
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    So more griefing? No. Nothing should be added to the game to make it easier to grief players, period. If anything, things should be added to the game to prevent griefing, and penalize players that engage in this behavior.
    I don't see it as a very effective method of griefing people if they need to build a specialized ship to do so.

    I would imagine such a system would come with a fairly high energy cost, and would best be suited for a support ship rather than an attack ship. You could jam their jump drives, but attacking them would be difficult since your reactor power would be draining. You'd have the same problem as stealth ships do now, perma jamming would be tough to pull off just like perma stealth.
     
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    Hmm.. yes. perma-stealth is hard... and the new update broke my stealth ship :( but that's another story.

    I can see this getting abused horribly. A medium ship killing the warp drive on a tiny warp jump ship, or noob ship. There should be absolutely no warp jamming allowed, period. It's a horrible idea. All that it will do is make the 12-year old kid that wants to be a pirate LOL all day long.
     
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    I'm cool with an interdiction system, even one that affects larger ships. We do need a handle on hit+run tactics, such that it is possible to stop the aggressor, although I wouldn't go so far as to ban them.

    We've had a discussion regarding this in the past, even, and I would still advocate a similar solution;

    An interdictor is a module that continually drains charge from the targets jump drive. Your jump drive can overcome this interdiction if it can charge faster than the interdictor can drain it. so a drive that can produce 25000 charge per second can escape an interdictor that drains only 24000. You'd have to switch to your jd and charge it manually, and the interdictor has to do the same to continually drain your charge.

    An interdictor cannot maintain a cloak/jam, even if it has the power requirements, and its own jump drive cannot operate for 30s after the interdictor has been turned off. Interdictors also aren't as energy efficient as jump drives, so if both defender and attacker have equal group sizes, the defender wins the tie.

    In this case it only affects a single target; the ship it hits, or that ships ultimate parent if its a turret or armor plate that gets struck. However, although the effect goes back to the parent, it does not back extend down to children. Therefore, a player could escape still by using an evacuation shuttle. The interdictor vessel, however, disables jump drives on any of its children or parents.

    If shields are in cooldown/restart mode (that period after losing shields where they don't start charging again for a few seconds) you get a 50% bonus to charge per second added to your jump drive. This doesn't matter for a craft that was interdicting, because their drive can't be charged/activated again for 30 seconds.

    Every time you fire weapons, your jump drive loses charge equal to the damage your weapon would deal (so a 250,000 damage missile deducts 250,000 energy from your drive.) This includes damage from effects. So hit+run tactics becomes more difficult, because you have to recharge your drive based on the weapons you fired. You dont get the downed shields charge bonus if youre actively participating in combat. but you can still escape if you recharge your drive before getting blown up.

    Turrets set to antimissile use are ignored in this setup, such that self defense through ams systems does not prevent one from escaping. Turrets set to any other mode of operation do, however, drain your jumpdrive charge.
     
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    As far as I'm aware when they first released what they had planned for FTL travel. There were two thing mentioned that aren't released yet.
    1. hyperspace drives for capital class ships - involves capital system so a long way off.
    2. the jump drive could be used as a defensive effect to suppress other jump drives.

    In theory a jump drive used this way won't allow you to jump yourself and you would have to charge it up from scratch if you wanted to use it after using it as a jammer. I think the two ways it would work would be a radius depending on the number of blocks and not in a linear scale, or a fixed distance and any jump drive smaller than what your using to jam can't jump. I think if I had to choose for balance the second method.

    To constrain it the jump drive used as a jammer should be using massive amounts of power like constantly charging for jump while jamming. Probably with a multiplier. This should nerf bat the combat potential of the jump jamming ship quite a bit. Unless you have a really small jump jammer in which case most people could jump out any way. It must also be control limited to like the cloaking system and only useable by a player in a ship core to avoid some other potential abuses.

    Also someone wanting to escape the jammer can fly in reverse and keep firing at you while you will have to chase them on top of the extra power drain.
     
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    ...or, instead of an interdiction module, we don't add another module at all-- just a new game mechanic. If you fire a weapon (non-astrotech or salvage beam), then your jump drive will discharge a little, preventing you from jumping.

    The 12-y/o brat won't get his LOLz jamming people, and the hit-and-run tactics will also break. It'll also prevent player-pirates from chasing ships.
     
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    To be honest I'm not inclined to prevent jump-drive PvP. I wouldn't mind at all. I know how it feels to be on the losing side in every possible meaning of the word, because I'm there 99% of the time, but PvP is a thing in base game terms.

    This doesn't stop servers from banning it, though. That's up to the server Admins to disable interdiction or hit+run entirely. Its also their responsibility to ban people if they need to be banned.
     

    Blaza612

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    I like the idea of a structure preventing warp going through an area, similar to EVE Online's interdictor structures, or Homeworld's Hyperspace inhibitors.
     
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    I like the idea of a structure preventing warp going through an area, similar to EVE Online's interdictor structures, or Homeworld's Hyperspace inhibitors.
    Please... Eve is the root of all evil. I've spend over 1000 hours in that blasted game. The very thought of anything eve-like makes my sskin crawl.

    Okay there are some good things in it. Fine... Indicators placed on structures I'm okay with, but not on ships. Everyone wins there, except for the bratty-kid's LOLz.
     

    Blaza612

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    Please... Eve is the root of all evil. I've spend over 1000 hours in that blasted game. The very thought of anything eve-like makes my sskin crawl.

    Okay there are some good things in it. Fine... Indicators placed on structures I'm okay with, but not on ships. Everyone wins there, except for the bratty-kid's LOLz.
    I would use them as a sort of system defense, block off sectors with Interdictors and turrets, prevents any ships from warping past my defenses. Again, similar to how Homeworld used them, in the last couple of missions.
     

    Winterhome

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    Please... Eve is the root of all evil. I've spend over 1000 hours in that blasted game. The very thought of anything eve-like makes my sskin crawl.

    Okay there are some good things in it. Fine... Indicators placed on structures I'm okay with, but not on ships. Everyone wins there, except for the bratty-kid's LOLz.

    If they're placed on ships, they need to take up so much power that they require something specialized, and the range of the interdiction field should be based on the number of modules used - in meters, specifically. Maybe something like inderdiction radius being Module Count divided by 50...? That way capital sized interdictor ships would need, effectively, to use no weapons, turrets, jammers, etc. to function.
     

    Blaza612

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    If they're placed on ships, they need to take up so much power that they require something specialized, and the range of the interdiction field should be based on the number of modules used - in meters, specifically. Maybe something like inderdiction radius being Module Count divided by 50...? That way capital sized interdictor ships would need, effectively, to use no weapons, turrets, jammers, etc. to function.
    So, similar to how EVE uses interdictor ships. :P