Forums » Suggestions
Capital ships should be jump-interfering objects.
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.
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.
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.
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.
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.
"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
+1
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.
I still dont mind the OP but the other ones are much cooler implementations.
+1 to a toggle, that sounds really cool.
+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.
+1 to destroyed capital husks interfering with jump, thus allowing revenge for the now baseless fighters
+1 to increased debris time
+1 to increased debris time
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
So... Make "real" chunks for the others! :D
+1 to more custom burning debris hulks, long replacing dev laziness because except the HAC all explosions use Queen explosion animation
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.
That's one take. Or, it could be a defensive/offensive feature cappies have.
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.
See look, its easy when you make up a completely contrived sci-fi reason.
Ya I'll buy that.
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.
Flip the switch, Powercell drops to zero, engines cut, but docking bay repair/reload facilities and turret weapons remain active.