Jump Drive Counter / Gravity Well
For PVP purposes, there needs to be a way to counter someone who is trying to warp out of combat.
I've suggested in the past for SE 1 that a block be added that has a radius/aura in the same way a gravity generator works. Any jump drives in that radius (including friendly ones for balance) are disabled until they either move out of the radius or the counter block is disabled/destroyed. The radius would have to be larger then gravity generator (at least more then 2km to put it out of range of the longest range weapons).
For balance purposes the block should be both expensive to build and operate and very large in size and thereby favoring specially designed should built around that purpose.
These kind of things exist in the sci fi world. For instance in Star Wars there is a special ship called a Interdictor-class Star Destroyer that has a gravity well projector that prevents any warp drives near it from working.
The previous image isn't working for some reason. This is what I am talking about, the big lumps on the ship are the gravity wells.
The previous image isn't working for some reason. This is what I am talking about, the big lumps on the ship are the gravity wells.
Oh absolutely not. Blocks like this are nothing but a griefer's dream and will do nothing but be used to force unwanted pvp on others. Using a jump drive is a valid form of combat maneuver and if you're that much better than your opponent, you won't need a gimmick block like this anyways. Blocks like this have no place in the game where they can harm another's build purely by exising with no counter, and are nothing but people wanting an "I win" button when they can't finish off their opponent any other way. No person is so important in this game that they get to pull the "fight me or else" card. Being able to turn off another's jump drives and harm their grid with no counter purely by existing is an automatic no. Folks wanting something like this is no different than people who complained about flying in World of Warcraft "ruining world pvp." What it really meant was they want to gank and flight prevents that, so they're whining.
Oh absolutely not. Blocks like this are nothing but a griefer's dream and will do nothing but be used to force unwanted pvp on others. Using a jump drive is a valid form of combat maneuver and if you're that much better than your opponent, you won't need a gimmick block like this anyways. Blocks like this have no place in the game where they can harm another's build purely by exising with no counter, and are nothing but people wanting an "I win" button when they can't finish off their opponent any other way. No person is so important in this game that they get to pull the "fight me or else" card. Being able to turn off another's jump drives and harm their grid with no counter purely by existing is an automatic no. Folks wanting something like this is no different than people who complained about flying in World of Warcraft "ruining world pvp." What it really meant was they want to gank and flight prevents that, so they're whining.
"Natural" and "artificial" gravity should be forces of the same nature.
The gravitational field is always spherical. This should always be true, including the implication that the "floor" of some rooms will be actually a side wall or ceiling.
Gravitational force is always attractive, never repulsive.
The strength of the gravitational field decreases with the square of the distance - this is unfortunately unusable in the game, the decrease must be considerably faster (with the third or fourth power?). The intensity of the gravity fields from several generators is vector summed.
A gravitational field generator is a relatively large object - the intensity of the gravitational field is defined on its surface, towards the interior and centre of the block it increases according to the same rules as it decreases with distance from the block.
The power of the gravitational field generator should be limited by the logical consequences of its operation - a strong gravitational field, say above 3-4G intensely injures the crew outside the safety seats and makes it impossible to move and use the jetpack, and a gravitational field above 8-10G also injures the crew in the seats (including the medbay death chain...).
Starting up and shutting down the grav field generator is gradual and slow (~+1G in 15-60 seconds), so it takes quite a while to start up to full power.
In SE1, the rule was that you could only use a jump engine in a sufficiently weak gravity field.
Then a strong enough gravity generator could act as a jump inhibitor - a strong enough gravity field would act up to a certain distance around the ship. Of course, the gravitational field also blocks the jump of the ship on which the generator is placed.
The operation of the gravity generator should greatly influence the operation of the weapons. It should degrade the accuracy and dispersion of the self weapons, also the impact energy of the projectiles fired ("rising" against the gravitational field).
Conversely, the operation of the gravity generator should increase the velocity of the incoming projectiles, because gravity "attracts" projectiles to the surface of the ship and also attracts projectiles that would have missed the ship on their original trajectory, unaffected by the gravity field.
Related: the launching of the jump engine is not visually visible to an outside observer - only the ship's crew can see the effects.
"Natural" and "artificial" gravity should be forces of the same nature.
The gravitational field is always spherical. This should always be true, including the implication that the "floor" of some rooms will be actually a side wall or ceiling.
Gravitational force is always attractive, never repulsive.
The strength of the gravitational field decreases with the square of the distance - this is unfortunately unusable in the game, the decrease must be considerably faster (with the third or fourth power?). The intensity of the gravity fields from several generators is vector summed.
A gravitational field generator is a relatively large object - the intensity of the gravitational field is defined on its surface, towards the interior and centre of the block it increases according to the same rules as it decreases with distance from the block.
The power of the gravitational field generator should be limited by the logical consequences of its operation - a strong gravitational field, say above 3-4G intensely injures the crew outside the safety seats and makes it impossible to move and use the jetpack, and a gravitational field above 8-10G also injures the crew in the seats (including the medbay death chain...).
Starting up and shutting down the grav field generator is gradual and slow (~+1G in 15-60 seconds), so it takes quite a while to start up to full power.
In SE1, the rule was that you could only use a jump engine in a sufficiently weak gravity field.
Then a strong enough gravity generator could act as a jump inhibitor - a strong enough gravity field would act up to a certain distance around the ship. Of course, the gravitational field also blocks the jump of the ship on which the generator is placed.
The operation of the gravity generator should greatly influence the operation of the weapons. It should degrade the accuracy and dispersion of the self weapons, also the impact energy of the projectiles fired ("rising" against the gravitational field).
Conversely, the operation of the gravity generator should increase the velocity of the incoming projectiles, because gravity "attracts" projectiles to the surface of the ship and also attracts projectiles that would have missed the ship on their original trajectory, unaffected by the gravity field.
Related: the launching of the jump engine is not visually visible to an outside observer - only the ship's crew can see the effects.
This might be absolute lies, or may just be missing for no reason, but I heard there is no mention of Jump Drives in the game files. I think this would make sense, as the 310M/S is fast enough for you to get places if you decrease distances between planets slightly. I was unable to verify this as I don't have SE2.
This might be absolute lies, or may just be missing for no reason, but I heard there is no mention of Jump Drives in the game files. I think this would make sense, as the 310M/S is fast enough for you to get places if you decrease distances between planets slightly. I was unable to verify this as I don't have SE2.
As someone who played quite a bit of EVE Online, I like this idea because I find the whole thing pretty balanced if you provide the target ship with some sort of visual feedback on who is running the warp disruptor. That way, the target ship can attempt to get out of the influence and warp off. Though for this, I think it's critical that the disruptor range requires the jamming ship to be within weapon range of the target.
And this is where things get interesting. If you place the jammer on a large and heavy ship, the jamming will be hard to stop but you will also find that any faster, more nimble targets will easily get away from you with their superior acceleration and turning speed so you most likely won't catch anything. On the other hand, if you put the jammer on a small and fast ship (a dedicated tackler) that is intended to pin the target down so that larger ships can shoot on it, you will catch your prey but that tackle ship will be light and vulnerable so the target can relatively easily shoot it and break free.
So yeah, I think it's pretty balanced. And yes, I realize that tackle drones would be a thing but I assume we will also have point-defense capabilities.
As someone who played quite a bit of EVE Online, I like this idea because I find the whole thing pretty balanced if you provide the target ship with some sort of visual feedback on who is running the warp disruptor. That way, the target ship can attempt to get out of the influence and warp off. Though for this, I think it's critical that the disruptor range requires the jamming ship to be within weapon range of the target.
And this is where things get interesting. If you place the jammer on a large and heavy ship, the jamming will be hard to stop but you will also find that any faster, more nimble targets will easily get away from you with their superior acceleration and turning speed so you most likely won't catch anything. On the other hand, if you put the jammer on a small and fast ship (a dedicated tackler) that is intended to pin the target down so that larger ships can shoot on it, you will catch your prey but that tackle ship will be light and vulnerable so the target can relatively easily shoot it and break free.
So yeah, I think it's pretty balanced. And yes, I realize that tackle drones would be a thing but I assume we will also have point-defense capabilities.
Replies have been locked on this page!