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.
No! You have it exactly backwards.
Where is jamming annoying in Eve? Where is it fun?
Annoying - a warpgate blockage using interdiction structures that immediately jam anyone who comes through
Fun - When the interdictor flies over from it's fleet to the enemy, jamming the titan so that his fleet can destroy it
From a gameplay standpoint, what we want to see is more pvp where people have to think, have to act. AI homebase turrets and interdictors on structures that make it so that anyone who comes near is killed is not fun. We want pvp, not Player vs. AI!
Make it so that interdiction is a beam, and whenever the beam is not hitting the enemy ship, they can warp, and when it isn't, they can.
Most civilian ships are small and easily maneuvered, so they would be hard to interdict. The greifer here loses, but the player trying to interdict the enemy titan does not.
Also, one thing that shows up in science fiction, but not really in games, is warp instability around other objects. Make it so that when a ship is near another ship of similar size, the jump drive has about 50% instability. If they jump, they and the jump drive fails, they deal a burst of damage to themselves and anyone around them of the jump drives charge + (the ship's mass X percentage of effect by the other ship). This damage decreases with distance, and the instability also decreases with distance.
However, if the jump drive does not fail, they jump normally, and they do damage equal to just the jump drive's charge radiating outward, decreasing with distance, and
only affecting other ships.
If the ship is next to the jumping ship is significantly smaller, another mechanic comes into play. There is a chance that the smaller ship will execute an imperfect jump with the larger ship, falling out of the jump partway through and doing damage to it based on the mass of the larger ship divided by the mass of the smaller ship, spread equally across the ship. This chance decreases with distance, and the larger the ship is compared to the jumping ship, the smaller the chance it will happen.
If a small ship tries to jump next to a large entity, it will inevitably destroy itself, with little effect to the larger entity. Why? The ship's mass x close to 100% would be enough to overheat the ship for the most part, and then extra effect from the charge will probably be enough that the player is left being ejected from a naked, overheating core.
Now where do interdictors come in? They artificially increase the instability of the jump drive by a far larger amount than a ship of their size normally should. So, if the ship tries to jump, it will have a huge percentage of effect instability, damaging itself a lot, but also likely destroying the interdictor in the process. Also, if they ever, ever run out of power, or miss, and the other large ship warps, they will be brought with it and die.
For this to work, jammers would need to be relatively short range, high power consumption beams. The more blocks they have, the greater the effect on the enemy ship, but the greater the power drain.
However, a much larger ship would have little need for a jammer, because any small ships trying to jump near them would just die.
Now how does this do anything against hit and run? If you fly your ship at the enemy station, or larger ship, you will need to fly away from the enemy station before you can jump, and not just kill yourself. If you are using a larger ship than what you are attacking, then what's the point of doing a hit and run?
EDIT - I'd just like to apologize for responding to the post three pages back, instead of a more recent one. Silly me.