Forums » Suggestions
jump disrupters
i was thinking earlier that with all the jumping across systems people do, that the military of each nation would try to make gadgets to make enemy ships drop out of a jump to engage them. it could make large scale wars more interesting once they are in the game and make real blockades possible and not just waiting to kill people by a wormhole.
I like... approved.
How about a jump disruptor that fits in a large-port and makes your ship act like any other large object (station/roid). Thus anyone that wanted to make a jump would have to get 3km away from any large object and 3km from any ship with this disruptor.
How about a jump disruptor that fits in a large-port and makes your ship act like any other large object (station/roid). Thus anyone that wanted to make a jump would have to get 3km away from any large object and 3km from any ship with this disruptor.
I think what he was talking about was something that only a capital ship should be able to pull off. A device that once activated turned the current sector it was in, into a sector that acted like an Ion storm, forcing all ships jumping through it to stop.
Something like this could be used to cut off reinforcements, set up pirate traps in sectors between wormholes, blockade stations (Min of 8 cap ships required), etc.
Something like this could be used to cut off reinforcements, set up pirate traps in sectors between wormholes, blockade stations (Min of 8 cap ships required), etc.
hell they could make a special interdictor class trident or something. Or it could be a secondary use of the behemoth xc, allow the moduel to be loaded in its cargo hold and used. question is, would it also create the fog or just the little ions or no special animations and just a feild exit point?
If it were up to me, I would have it have no special animations, and no actual jump point. Otherwise it would be a far to powerful griefing tool. I would have it simply fake an Ion storm to the ships sensors, which forces it out of the jump. After that, its a wide open chase to catch and flee.
Another more aggressive model would be to treat the ship with the generator as an object that you need to be 3000 out from in order to jump. That way a chasing cap ship could attempt to hold the target in the sector longer.
Another more aggressive model would be to treat the ship with the generator as an object that you need to be 3000 out from in order to jump. That way a chasing cap ship could attempt to hold the target in the sector longer.
Very cool idea. I agree that it should be available on Capitol Ships only. I wouldn't really want it to be used by pirates.
How about this as a use for samo? The more you have in your ship, the larger the jamming radius. That would make protecting it a problem but there should be a problem of some type.
The effect could persist after your ship is blown up, as the cargo sits there in space...
The effect could persist after your ship is blown up, as the cargo sits there in space...
Very cool idea, once capital ships are implemented more on the player level, this could allow some really cool stuff to happen. I also agree that it should be only available to capital ships, and shouldn't create the visibility and radar issues that are created by actual storms.
the idea for this suggestion is that only cappies get them.
if if fighters are able to do this it should take lots of energy and only last a small time
if if fighters are able to do this it should take lots of energy and only last a small time
I think this has already been suggested. But yes, this would be interesting.
I agree that this would only make sense on capital ships, and it would only make sense on military-grade capital ships, not those available to individual pirates (because that would make it far too easy). Of course, that would tie in with an exclusive faction system...
Edit: Pirates could have their own military, or ships with jump disruptors that are available only to guilds, or perhaps even guilds that have a certain (high) number of active members.
I agree that this would only make sense on capital ships, and it would only make sense on military-grade capital ships, not those available to individual pirates (because that would make it far too easy). Of course, that would tie in with an exclusive faction system...
Edit: Pirates could have their own military, or ships with jump disruptors that are available only to guilds, or perhaps even guilds that have a certain (high) number of active members.
Yup, I suggested a portable ion storm generator before, but with "prevent enemy from running" thought in mind. "Attract enemy into sector" is an interesting effect :-) .
well its not supposed to make a storm just make someone come out of a jump
mr bean FTW!
I agree with PsyRa this sounds like something that would go on a cap ship. Good idea. MmmmMmmm blockades....
I agree with PsyRa this sounds like something that would go on a cap ship. Good idea. MmmmMmmm blockades....
Yeah man sick idea. Should be in-game already... but whatever.
[APPROVED]
[APPROVED]
i thought of another reason for this idea
with the way ships can jump across entire systems in a second, it would be incredibly hard to actually take over a system as long as there is the possibility of ships warping in from somwhere and taking it back. when deneb becomes a system that itani and serco are fighting for it would be cool if every sector captured would have a ship assigned to it that carries a jump disrupter. and to take over a system one side must destroy a jumpdisruptor carrying ship and replace it with their own.
with the way ships can jump across entire systems in a second, it would be incredibly hard to actually take over a system as long as there is the possibility of ships warping in from somwhere and taking it back. when deneb becomes a system that itani and serco are fighting for it would be cool if every sector captured would have a ship assigned to it that carries a jump disrupter. and to take over a system one side must destroy a jumpdisruptor carrying ship and replace it with their own.
The jumping point should be located on the ship that carries it. So, you'd need to be no more than 1000m away from that very thing that's firing at you to jump out. That'd be a good incentive to kill (or disable) it first instead of just running away, neh?
OK, I see a small problem:
If disruptor has range:
Player A is in a sector disrupting traffic.
Player B jumps in.
Player B turns towards some empty space and engages turbo.
...Some 5-10 minutes later...
Player B jumps on.
If disruptor does not have range:
Player A engages turbo.
...Some 200-500 minutes later...
Player A disengages turbo.
Player A turns on disruptor.
Player B jumps in.
...Some 5-10 minutes later...
Player B /explodes after cursing Player A and everyone in their extended family.
If disruptor has range:
Player A is in a sector disrupting traffic.
Player B jumps in.
Player B turns towards some empty space and engages turbo.
...Some 5-10 minutes later...
Player B jumps on.
If disruptor does not have range:
Player A engages turbo.
...Some 200-500 minutes later...
Player A disengages turbo.
Player A turns on disruptor.
Player B jumps in.
...Some 5-10 minutes later...
Player B /explodes after cursing Player A and everyone in their extended family.
Also, what about getting PoS with UIT, and then blocking a busy wormhole, or sector?
Food for thought.
Food for thought.
its not meant for players but for npc cappies
With all the improvements going on to Border Skirmish, perhaps this idea could be revisited.