Jump Blockers changed?

You know I havn't noticed because I havn't been able to play too much, but the changelog states that your wonderful phase inhibitors are only going to block transit to your own lanes... meaning enemy fleets in a system with a blocker can still retreat to neutral or their friendly systems.

If thats true I have to say Im VERY against it.

1. I don't think it makes sense.
2. Its very expensive for something not half as useful anymore.
3. There is less reason to scout target systems now.
63,046 views 70 replies
Reply #1 Top
I can see it very useful in multiplayer, as it would give one just those 3 to 5 more min to prepare for an assault. After he destroys the phase inhibitor he can then jump to your next planet

edit:
oh and i forgot to say, since it only blocks routes to your planets, other none allies can still jump thru your planet to another planets or stars that are not in your control
Reply #2 Top
1. I don't think it makes sense.


makes more sense this way IMO, it blocks the connection between your planets unless the ship has a signal or something

2. Its very expensive for something not half as useful anymore.


as multi said, it takes more time to get through, also, it makes it so people cant scout your systems and see what youre doing

3. There is less reason to scout target systems now.


actually it gives more reason, the more info you have before they put the inhibitors up, the better off you are
Reply #3 Top
as multi said, it takes more time to get through, also, it makes it so people cant scout your systems and see what youre doing


Not really. There is a tech that allows scouts to ignore jump blockers.

A better defense against obnoxious scouts are imho some hangars with fighters, since they do nice damage against scouts.

3. There is less reason to scout target systems now.


That is true. Unfortunately it also made easy death traps against the AI, so I think either way is ok.
Reply #4 Top
Unfortunately it also made easy death traps against the AI, so I think either way is ok.


I thought the WHOLE PURPOSE of phase inhibitors was to make deathtraps for ANYONE! If the AI can't deal with it, it is the AI that should be changed, not the phase inhibitors.

Allies should simply be excluded from phase inhibitor action. I want the old inhibitors back! please?
Reply #5 Top
I thought the WHOLE PURPOSE of phase inhibitors was to make deathtraps for ANYONE! If the AI can't deal with it, it is the AI that should be changed, not the phase inhibitors.


The purpose is to prevent (or at least slow) deep incursions into your empire. The descision to have them only block your own phase lanes is one of balance (so retreats are possible and it's NOT an automatic death trap), not nerfing to help the AI.
Reply #6 Top
I thought the WHOLE PURPOSE of phase inhibitors was to make deathtraps for ANYONE! If the AI can't deal with it, it is the AI that should be changed, not the phase inhibitors.


The purpose is to prevent (or at least slow) deep incursions into your empire. The descision to have them only block your own phase lanes is one of balance (so retreats are possible and it's NOT an automatic death trap), not nerfing to help the AI.


How aobut the phase inhibitors, rather then totally stopping someone from jumping it quads the time it takes ot make a jump? this would balance the timming and eliminate the need for "it stops them here but not there".

Or have it depedent on anti matter to work, say 1 point for every 5 sec?

I dislike the idea of them only working for certian jumps.. then again what do ya all think?
Reply #7 Top
antimatter is better, longer jumps can be abused
Reply #8 Top
Allies should simply be excluded from phase inhibitor action. I want the old inhibitors back! please?


I agree, while it may help multiplayer then it should be an option that can be turned on or off   

NOT an automatic death trap),


But that is the point!    When an enemy fleet jumps in if they can just retreat if they realize that they are out guned then they just come back with a larger one.

A capital ship jumping in should get killed because thier owner is to much of an idiot to launch a scout in lue of a Fleet! With cap ships costing as much as they do, now with the research, this makes the cap ships a bigger loss when they get blown away!

Now inhibitors can't be the beloved Venues Fly Traps every knew and loved.   
Reply #9 Top
Ì like the NEW way more of a tactic decision are to be made by the player.
Before you could just spam the phase inhibitors ob each planet and the attacking fleet would always be stuck.
So yeah i like it, took me abit to get used to, but its better in my opinion
Reply #10 Top
I don't feel it adds more tactics, it actually takes it away.

1. you can't trap enemy fleets who didn't bother to scout.

2. It slowed incursions before because you couldn't jump period, so that is not a legitimate concern.

3. Due to #1. there is less reason to scout because the consequences of a phase inhibitor are nill, bypassing systems isn't usually a good idea.

4. How does it make sense to only affect your lanes... last time I checks laws of physics even fake ones, don't willy nilly care about who owns what lanes!

I think the better solution was as stated an increase in anti-matter cost, and increasing the time it takes to generate your phase jump. This will give you both incursion and escape options sensibly, but you will suffer either way assuming the enemy was smart enough to have some bombers in this Defense system.

Reply #11 Top
I would prefer:
No Treaty -> no retreat
non-aggression pact -> retreat to neutral/own systems possible
alliance -> free passage
Reply #12 Top
That would make sense, as it would represent the fact that for allies and non-combatants you shut off the Inhibitor so that they can jump.
Reply #13 Top
I would prefer:
No Treaty -> no retreat
non-aggression pact -> retreat to neutral/own systems possible
alliance -> free passage



i like ur style   
Reply #14 Top
I would prefer:
No Treaty -> no retreat
non-aggression pact -> retreat to neutral/own systems possible
alliance -> free passage



i like ur style   


This would work for me.
Reply #15 Top
I like this method, but I would a like an option in the diplomacy screen to allow "allies" access or not. I don't like my "friends" getting deep in my territory, and then breaking theri truce. I would prefer if there would be an option for 'Jump acces' or something.

I like this method of Jump Blockers, retreating is allready costly because of the time it takes to jump, which gives the defenders a few seconds of free shooting.

I like that inhibitors only block enemies from bypassing your planets instead of stranding them there. If you want to stop the enemy now, you really have to outmaneuver them, instead of merely building an inhibitor and throwing up a wall.
Reply #16 Top
but it doesn't make any scientific sense, and way more importantly it discourages scouting and takes away the possibility of using the 'stranding' as a tactic. Thus de-complicating tactics.
Reply #17 Top
No scientific sense? As far as we can tell, none of the phase space/combat physics in this game make 'scientific sense'.

Still, it could be explained away as Phase Space Inhibitors need constant 'grav well locational' updates from all the connecting lanes. So that means that the lanes that connect to your planets have continuous status updates and so the Phase Inhibitor works fine. But neutral/enemy planets won't be sending the needed information for accurate updates to the Phase Inhibitor and so they remain 'open' to enemy traffic.
Reply #18 Top
Yes, in the end it's the gameplay that counts. The pseudoscietific explanation can be found for anything. Even for the weird AM loss when the ships jump.

Not that I can think of any.
Reply #19 Top
I like the new way. I can see it been required in multiplayer games because Death trapping is a very big disadvantage to the attacker who has no option of retreating damaged ships from his fleet.

I think the people who are against it , enjoy death trapping since its fun to do agaisnt the dumb AI. In multiplayer however imagine a human player with skills , who will death trap YOU when you want to attack. The result is nobody wants to be death trapped , nobody will want to attack . Attacking becomes discourage , turtling becomes encourage...boooring. Saying this however , I believe that we need to wait to Beta 3 to test this theory as it is only conjecture.

Reply #20 Top
I like the new way. I can see it been required in multiplayer games because Death trapping is a very big disadvantage to the attacker who has no option of retreating damaged ships from his fleet.

I think the people who are against it , enjoy death trapping since its fun to do agaisnt the dumb AI. In multiplayer however imagine a human player with skills , who will death trap YOU when you want to attack. The result is nobody wants to be death trapped , nobody will want to attack . Attacking becomes discourage , turtling becomes encourage...boooring. Saying this however , I believe that we need to wait to Beta 3 to test this theory as it is only conjecture.



Look at it the other way around. You and I need to stop shooting at each other long enough to take out that death trap at planet x. If we don't then we will both lose. The death trap could add a level of forced diplomacy between real players to stop someone who has gained a major advantage.
Reply #21 Top
it's....it's...impossible..
P5y has a point....amazing
Reply #22 Top
Well, if that's going in...

Sins of a Solar Empire just got way more boring. I want to deathtrap AI fleets and watch them squirm. It's not my fault they're too stupid to actually do something logical - like make a concerted effort to squish the inhibitor and then make a run for it.

Frankly, it's more of a nuisance pain in the ass than anything else, because it allows your enemies to probe your empire at will. Unless you have like, 10 squadrons of bombers sitting on top of the outside jump point, most ships can retreat without a shot fired at them.


Remember, the point of a game is to have fun, not to be harassed. If any enemy's coming to my doors, he should damned well be ready to fight, and if he's not, he shoulden't get a second chance. This change will just make things really, really boring. Plus, who decides what is "your" system and what isen't? So if I have a star, leading to a habitable planet, leading to a dead asteroid I haven't even bothered to 'colonize', building a jump inhibitor above the inhabited planet is really just a gigantic waste of my time and resources?

I think it's a nerf, pure and simple, and whatever the reason, all it serves is to enable the idiotic AI to run away when they jump in and see a wall of turrets. A player would just go for the jump inhibitor anyway, whereas the AI virtually ignores it unless it's like, the last thing in the system.
Reply #23 Top

Running through a wall of turrets to get to the inhibitor would be suicide.  The old way of phase inhibitors was cheese, plain and simple. All it did was allow players to trap opposing fleets, wipe them out, and then go in for the kill. In multiplayer that really would not have been fun. Now at least players are forced to think more strategically than just build inhibitors and wait for someone to stumble in.

As an aside, remember that you guys have only been playing with the TEC. The other two races have their own tricks up their sleeves.

 

Reply #24 Top
Maybe make a system with a phase inhibitor, cause a retreating fleet a phase jump time increase, say make it take 2x as long to retreat jump, as a punishment...
Reply #25 Top
I like the present Phase Inhibitor system. Gameplay is priority #1. If Ironclad is having trouble afterwards with the pseudo science for explaining these 'gameplay' decisions, they have us to help.

Still, they had better allow us to mod the phase inhibitor back to how it worked before. Some mods will work better with the older style inhibitor.

What I am curious about is how that Vasari Phase Inhibitor ship will work. If you own all the planets connected to a star, you could just place a few of these Inhibitor ships in the star's grav well. No enemies would be able to reach any of your planets without taking out those Inhibitor ships first.