Forums » Suggestions

Capital ships should be jump-interfering objects.

May 22, 2012 abortretryfail link
Capital ships should be jump-interfering objects. They're larger than many asteroids and yet, you don't have to be 3000m away from them to make a jump. The only exception to this currently is the flaming husk of a destroyed Heavy Assault Cruiser ("Battle Cruiser" bits) do interfere with jumps.
May 22, 2012 ryan reign link
I don't know... on the one hand, they are massive and I see your point. On the other, they themselves are capable of jumping.
May 22, 2012 Dr. Lecter link
I think it's fine they're not interfering while they're live. I'd like to see their bits stick around longer than they do now, though, to provide physical hazard/cover on the field and prevent jump-out.
May 22, 2012 Pizzasgood link
I figure the tech that lets the Trident itself jump reduces its gravity signature or something, making it not impact other ships.

It could be interesting to add a command to let the captain toggle that, so he can optionally prevent nearby ships from jumping. Changing states should take five seconds or so, and could have an actual transition where the disruption radius grows or shrinks. It would have no friendly/hostile detection, and should probably affect the Trident itself as well - so if you're suppressing nearby ship's ability to jump, you and your allies also cannot jump.

If treated the same as roids, it wouldn't prevent jumping out of ion storms or through wormholes, since those are special.

I'm reluctant to support this as a non-optional thing, because the ability to park a trident in an empty sector and immediately warp after undocking is a very tactically useful feature, giving them a big advantage compared to using a station.
May 22, 2012 ryan reign link
"I'd like to see their bits stick around longer than they do now, though, to provide physical hazard/cover on the field and prevent jump-out."

+1
May 22, 2012 TheRedSpy link
1+ to rins and lectors ideas as opposed to the OP.

I still dont mind the OP but the other ones are much cooler implementations.
May 22, 2012 slime73 link
+1 to a toggle, that sounds really cool.
May 22, 2012 Shapenaji link
+1, being able to use a cappie as an interdictor just seems like it makes sense, and they're bigger than most of the asteroids.
May 22, 2012 CrazySpence link
+1 to destroyed capital husks interfering with jump, thus allowing revenge for the now baseless fighters
+1 to increased debris time
May 22, 2012 abortretryfail link
The increase debris time would only affect the HAC. Other ones don't seem to have "real" debris chunks.

So... Make "real" chunks for the others! :D
May 22, 2012 CrazySpence link
+1 to more custom burning debris hulks, long replacing dev laziness because except the HAC all explosions use Queen explosion animation
May 22, 2012 Whistler link
This seems an odd thing to have a toggle for. It seems to me that either the game's physics apply to everyone all the time, or they don't.
May 22, 2012 ryan reign link
That's one take. Or, it could be a defensive/offensive feature cappies have.
May 22, 2012 TheRedSpy link
The physics prevents enemy ships from jumping out but the capship uses its own more power warp generators to generate the jump window for friendly ships..

See look, its easy when you make up a completely contrived sci-fi reason.
May 23, 2012 Whistler link
Ya I'll buy that.
May 23, 2012 abortretryfail link
Sure, why not have the Trident able to switch off it's warp drive or whatever and become a big hulk that interferes with jumps. Only if it also can't move or jump in the process though.

Flip the switch, Powercell drops to zero, engines cut, but docking bay repair/reload facilities and turret weapons remain active.