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Jump Blockers changed?

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.
63,092 views 70 replies
Reply #51 Top
Retreat is always an option in any battle (real or in game). I happen to like the way the new jump blockers work, but i think they can be refined like i stated before by having an area of effect range limit, and being able to block any jump lane not just lanes to your empire. Thus you will need more than 1 jump blocker to block all lanes of traffic.

I understand both sides of the argument here. The old blocker forced you to think before you committed your forces, but it was also suicide for the idiotic AI. While the AI has improved since. It is still far too easy to fool, and beat.

In MP i can see how frustrating it would be to go into a system only to find it blocked with no escape except to destroy the blocker. On the other hand it would be very annoying if my opponent repeatedly jump his forces in and out of a system (jump spam?)

This is where the idea of a limited ranged jump blocker would come in. If you didnt want your opponent to travel further into your space then block a lane leading to your space. If you dont want the enemy to escape then block the lane leading back into his space. Needless to say the blockers would have to be close to the jump lanes they are blocking, and while they can be easily destroyed they will delay your opponent long enough to engage them. This would be tricky to work in because of the "x" amount of tactical slots you need for each blocker. Also some lanes are close together in a grav well, and 1 blocker could block more than 1 lane (if it has the blocking range of the old gauss guns).

For the AI (and player alike) your primary target should be a jump blocker if it is blocking the only escape route.

This way would also make scouting important (not that it isnt already), because you dont want to jump a small fleet into a system with lanes that are fully blocked.

You may not want to spend that many tactical slots to fully block a system when it needs other things like hangers, shields, and guns. Especially if a world has many lanes connected to it. This way will force you to think about how you set up defenses around a world.

Is this a reasonable compromise?

Reply #52 Top
In MP i can see how frustrating it would be to go into a system only to find it blocked with no escape except to destroy the blocker.


I believe if this result in frustration than the player either be a sissy or a sore loser. Why? Because it's something avoidable by using scout ship. If one commit a larget force into a system without knowing what that system has then sorry, if that player lose then it's well deserve. It's not a punishing system, it's just a system that makes sense. It's not random or luck, it's something to be scouted, see and estimate.

On the other hand it would be very annoying if my opponent repeatedly jump his forces in and out of a system (jump spam?)



I don't call it spam, I call it raid. Frigate may be too fragile for this, but Capital ship is ideal, especially something like the KOL. It packs enough punch to cause quick damage, and tough enough to survive long enough to get back to its own territory. Unless you have an entire array of platform or your own capital ship moored at the phase lane, blow up a few things then leave the system safely is something the KOL can do easily. And again, I can guarantee 101% that this will be exploited for both on and off line game.


I did this with the Ai several time already. Since the developers said the purpose is not to help the AI so I won't go into detail, but again, assume it is the intention, it hurt the AI more then it helps.



Is this a reasonable compromise?




IMO, not really. Your idea might work if the gravity well is about ... 5 times bigger. Then we can have a big enough buffer between the effective range of the inhebitor, its position in relation to ship speed and weapon range. Right now even by standard the gravity well is pretty big (and I don't think it needs to be any bigger), we don't have enough space to apply your theory. The only way to do that is to make the inhibetor has a rediculous amount of HP while nerfing weapon range and ship's speed.



Reply #53 Top
And again, I can guarantee 101% that this will be exploited for both on and off line game.


"Exploited" or used as an aspect of strategy?

Sure, the Kol could show up, kill stuff, and run off. But thats usually true in most games, that unless you have (mobile) forces the enemy can do hit and runs.
Reply #54 Top
So you have no problem with hit and run attacks, but a viable counter strategy to that is just poor form eh?

Thats pretty darned silly. I think raiding is a fun strategy and should be FURTHER encouraged, right now it isn't. And it won't be encouraged by making inhibitors a neutered three legged dog. Thats a different issue though;

I think Major Stress has hit upon the best solution so far. But instead of limiting the range, to which the enemy could leave and still make it to their intended target, andunder the right circumstances one inhibitor could block two lanes. It should be a targetable issue, once deployed you choose an available lane, this lane is blocked.

The inhibitor should be forced to be placed within a medium range of that lane, to ensure that you can't place it on the other side of the gravwell.

Either way Major Stress's is by far more acceptable and reasonable than the current system and its proponents, which are essentially saying the TEC get 'no' inhibitors. What we had was an inhibitor what we have now is a guard post made of cardboard and hope.

Also if the AI is committing suicide then there is something wrong with the AI, not the building/ability. Also, in most cases the AI loses so significant because it retreats, by preventing the retreat the AI is forced to fight, I have often purposely not built phase inhibitors to avoid damage to myself!
Reply #55 Top
Either way Major Stress's is by far more acceptable and reasonable than the current system and its proponents, which are essentially saying the TEC get 'no' inhibitors.


Um, no. They have an inhibitor -- one that prevents the enemy from heading deeper into their space. That right there is useful, as a way to contain the damage a raiding force can do to just one system.
Reply #56 Top
What i meant by "jump spam" is your MP opponent repeatedly jumping his forces in, and out to taunt you without attacking anything at all.

Reply #57 Top
I'd like it most when an inhibitor would have a range and would block all enemy jumps in it's area. This way you could place it to an exit point (area) to another of your systems and it would prevent the enemy to bypass it, meaning no grasshopping from system to system.

This way you would have multiple inhibitors, probably one for each of your neighboring systems.

One could be placed to an entry point of an enemy system and prevent an immediate retreat but this would at least make it possible for the enemy to quickly destroy it (it would be very close nearby!) if he sees he can't win. Making it much less of a death trap, especially when one scouts before he jumps.
Reply #58 Top
-Okay this is an attempt to summarize my entire argument concisely and clearly, because I think I’ve repeated several points several times. Notably at the moment, the majority of opinions in this thread support either the old inhibitor or a compromise. Few have supported the current system.

To be clear lets define the current systems:

The Old: PJI blocks prevents any attempt to leave the system by the enemy.

The New: PJI only blocks attempts to leave the system via into one of your controlled systems.

Argument 1: The AI Issue

Some have said that the PJI of old was too brutal on the AI. This is a misconception first of all in that the AI actually loses most fights because it attempts to retreat. Since the old PJI prevents retreats the AI is forced to fight. Now sadly this means it fights with what little forces it sends, which is another fault of the AI. The fact is that the AI by not retreating will do more damage, and in those cases where it does have significant forces a true battle will occur. Whereas with the New PJI, the enemy takes damage and retreats, often re-entering and then retreating again and again.

The problem lies in not the New or Old PJI. The AI both benefits and suffers from each system, thus why this is not a valid argument against or for any PJI system; its really an argument for a better AI. Notably we have been told the AI will see constant improvement and we are only on beta 2. We should ignore this issue.

Argument 2: Scouting/In Depth Tactics

I think we can all realize that the New PJI does not encourage scouting ‘as much’ or ‘at all’ compared with the old PJI. This is in relation to the risk that a PJI provides. The New provides no risk to the attack, while the Old provides extreme risk to the attacker. The Old system did absolutely therefore, encourage scouting, paying attention, and in the event of reinforcements/mistakes, clever fleet action to attack and destroy the Old PJI in order to escape. Notably the Old PJI was at such a high risk that occasionally the AI is benefited by the fact that it would build 2 or 3, if you didn’t scout you were stuck in that system, and the AI would inadvertently take advantage.

More scouting is a feature that eludes to a deeper meaning; IE more in depth tactics. The current system does not encourage more thought or consideration, thus it simplifies and removes depth. You see with the new system you don’t need to scout a system based on the presence of PJI; its still helpful to scout, but for entirely unrelated reasons.

Argument 3: The High Risk No-No’s

The crux of the ‘pro’ New PJI argument is the idea that such a high risk to the attacker via the Old PJI encourages turtling; and discourages offensive action and raids. This is actually a very valid point; however it is not a good argument for the current New PJI; which is another extreme of a pendulum; instead it is a much better argument for a ‘COMPROMISE’ PJI. Which the majority of posters in this thread have mentioned as viable or preferred… but back to that system later.

Argument 4: New PJI is Not Effective

One reason why a Compromise or Old PJI should be used is that the New PJI is not very useful in regards to its cost. All the PJI does is prevent ‘bypassing’ your frontline system, and therefore it actually provides no benefit to the frontline system itself. The tactical points could be better spent on defenses which will hold and kill forces which attempt to bypass. The critical flaw of thinking that a prevention of bypass is useful, is the assumption that a bypass strategy is a good one. Its not, again and again we as player’s end up with massive single fleets that simply and steadily cleanse one world after another. Bypassing a heavily defended frontline system will accrue a great deal of damage, and then you enter the PRESUMED undefended system that you go to. Obviously closer to your enemies factories, and so there is a higher risk of enemy reinforcements, also with the New or Old PJI, a PJI in this second system will prevent any retreat because you bypassed a enemy-friendly system!

This is bad enough but if the enemy has real defenses here and you do retreat, your now back in the heavily defended frontline system! Any decent player can make an enemy bypass into an utter disaster! In fact what the New PJI encourages is that you place very few or NO defenses in your frontline system, to encourage the enemy to bypass it and get trapped in the second system which should now have a New PJI and defenses. OR the enemy plays it safe bombarding a colony, granting you precious re-enforcement time.

So the question is; do you like a PJI which forces you to think and scout frontline systems and engage in daring assaults? Which notably with the Old PJI the bypass strategy is more effective, as if you can take out the PJI the second system is rarely defended heavily as the point of the Old PJI is to prevent the need for secondary defenses. If anything the New PJI encourages as much turtling if not more! And at the sacrifice of the frontline!

Argument 5: I’m not always right.

Not everyone here can say that about themselves, when I started posting I was purely thinking the old PJI should be restored, but several pages later, and I can see the oppositions point, and feel a compromise is preferred and actually offers new opportunities to provide more tactics and depth. So now I prefer a compromise; the exact form of course would be the Dev’s call. (not that we actually make any calls lol)

The MS PJI (Major Stress) is IMO the best compromise though a better one may be out there. By limiting the PJI to a certain physical range but by utterly blocking a retreat it gives us the best of all worlds.

1. The enemy should scout now and plan attacks, but now the decision is no longer ‘go or no go?’ now since the PJI only effects 1 or possibly 2 lanes, we get more choice ‘go, no-go, or from another angle go?’

2. The MS PJI is actually useful to the frontline system itself, but is not cheap or totally effective because you may need more than one, and they will have to be placed forward towards the jump lane, you cannot place all your inhibitors in the rear and laugh as the enemy is trapped until he gets rid of them, the Inhibitor is now literally a frontline construction. Thus you can still retreat as you will have a much higher chance of either A getting out of range from the inhibitor or B it will be easier to kill and leave.

3. MS PJI can also prevent or not prevent a bypass, making the strategy still quite possible, as the PJI to prevent a bypass would be placed in the rear of the system, if the enemy somehow gets in past the primary defenses, you would have to dedicate defenses in the rear with this PJI to prevent a bypass! This weakens the frontline defense, making for the possible tactics of ‘Feints’! Bring in a quick force meant to bypass, a couple of times and watch the enemy build rear defenses, then bring in a new bypass forces, and then a new frontline attack force!

Conclusion:

We can argue around in circles regarding the New and Old, I feel that the Old is better than the new, but I can see that it’s not always black and white; can some of you? The MS PJI is the best idea for pleasing the most people (from what I can tell via these boards) and in addition offers us more possibilities for tactics and strategy, something several people are very worried about! I currently feel the game is just too straight forward and taking away the Old PJI made it much worse! The New PJI doesn’t offer anything new, but the MS PJI actually offers us the best of everything; valid retreat tactics, valid defense tactics, and new opportunities like feints.

The only thing left for me to say is that I hope Ironclad responds to this topic/post again, just one more time. I think this can be the best solution and honestly will produce a better game, especially for multi-player.
Reply #59 Top

Um, no. They have an inhibitor -- one that prevents the enemy from heading deeper into their space. That right there is useful, as a way to contain the damage a raiding force can do to just one system.

Just so. The design goal for the phase space inhibitor has always been to slow down the progress of enemies into your territory - not necessarily to trap them in a system to wipe them out.

Reply #60 Top
. The critical flaw of thinking that a prevention of bypass is useful, is the assumption that a bypass strategy is a good one. Its not, again and again we as player’s end up with massive single fleets that simply and steadily cleanse one world after another.


Actually, bypassing defenses is a very powerful weapon with deadly results for a raiding force.

Lets just say that you only build your defenses to an arbitrary depth -- 2 planets "in" from your borders, perhaps. If you place PJI in those systems, the enemy has to burn down those systems in order to advance, giving you time to move mobile forces into position, or build additional defenses in your "rear" areas as needed.

If, on the other hand, you don't have PJI, they can just run from star to star until their in your rear areas, and run around blowing up economic buildings and ships to their hearts content until you can get a mobile force large enough to pin and destroy them.

Sure, bypass is only a marginally useful conquest strategy, but when it comes to raiding, it really can't be beat.
Reply #61 Top
Notably at the moment, the majority of opinions in this thread support either the old inhibitor or a compromise. Few have supported the current system.

Yes, but the trick is to spit over all systems and propose a new one, as I did. Kidding.
Reply #62 Top
Your absolutely right Ron, and frankly thats not my point,I addressed that, the New PJI makes it more suicidal and foolish to raid deeper and bypass. It encourages frontline assaults much more so, whereas before it did both.

Honestly I think your money and tech time is better spent on more ships/hangars to chase and kill raiders, as opposed to building inhibitors. Which cost quite a bit in tactical slots as well as resources and investment time; and now ammount to little addition for strategy.

I think Ironclad should seriously reconsider the idea that the PJI's main use is to slow the enemy, as It doesn't really do that effectively; my war effort isn't slowed by PJI, I just take less damage crushing my enemies because there is roughly 1 less hangar on most of their systems.

Not to mention that aside from raiding, the PJI offers no actually defense, as conquest involves a pretty thorough cleansing of the system.
Reply #63 Top
Just so. The design goal for the phase space inhibitor has always been to slow down the progress of enemies into your territory - not necessarily to trap them in a system to wipe them out.


If that was indeed the goal, why not just make the pji slow down the peed of travel of enemies in all adjacent phase lanes? it could even be cumulative: 1pji, 1/2 speed. 2pji's, 1/4 speed et etc.

there's a slowdown for you.
Reply #64 Top
Pfft and you people are afraid of a trap, I'm afraid of Anti-Body's ideas here!

Dear God that would be agonizingly effective!
Reply #65 Top
For small raiding partys you could give more than just the scout PJ immunity. Say for example give the kodiak, and javalis a special immunity as well (a higher research that requires scout immunity maybe?). Im assuming when you say "small raiding party" you mean a frigates, and cruisers only party like the pir8's. Not cap ships.

I think you have it backwards Antibody. 1 PJI should slow down by 1/4, 2 should slow down by 1/2. Brilliant idea BTW
Reply #66 Top

I think you have it backwards Antibody. 1 PJI should slow down by 1/4, 2 should slow down by 1/2. Brilliant idea BTW


No, its the difference between "to" and "by". He's saying that with 1 PJI ships travel at 50% of maximum, (slowed by 50%) and with two they travel at 25% (slowed by 75). You're saying slowed by 25% (to 75) and then 50% (by 50%). Make sense now?

Im assuming when you say "small raiding party" you mean a frigates, and cruisers only party like the pir8's. Not cap ships.


Adding in a capship or two -- especially if one of the other races has a specialized one that fills the role of "fast heavy raiider" (something along the ideas of what cruisers are supposed to be IRL...) -- could be very effective, if risky. Personally, I think a Sova, with its embargo power and fighters, could really wreak havoc on a "nodal" rear-area system with lots of trade...
Reply #67 Top

I would prefer:
No Treaty -> no retreat
non-aggression pact -> retreat to neutral/own systems possible
alliance -> free passage



I second that motion as well!

Combined with:



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.



So, if you don't trust your allies, make it so he can only access your outer systems.

Cheers
Reply #68 Top
don't people scout enemy systems before sending in a big fleet?


I mean... if you send your fleet into a system and don't KNOW there's an inhibitor in there... and enough forces to keep you from both destroying the inhibitor and killing off your ships... you deserve to lose.


I'm a bigger believer in tough sh*t rules in games. Rules or tactical settings where if you break the rule or make a big enough tactical mistake... you get wiped out.


And that's just too damn bad... cry about it to your mommy.


An FPS equivalent of what I'm talking about would be friendly fire especially from explosive weapons that you're firing. I've been in so many games where people complain about blowing THEMSELVES or teammates up with rocket launchers or grenade launchers or grenades or bombs of some kind... Or even more ridiculous accidentally shooting each other and then complaining about it killing their friend.


Deal with it. It takes all the skill out of the game if you don't punish bad players for playing badly. And if you take all the skill out of the game then there's no point in trying to master the game. Just get as drunk as you possibly can get, then log on... you'll do no worse... vomit on your keyboard and hammer randomly on the mouse... you're a winner!





Now, maybe I'm not understanding something here... but is there any reason why scouting an enemy system prior to invading is unreasonable?


Is there no scout unit? As this is supposed to be a 4X game there should be a spy unit... it should probably be stealthed and not perceivable by enemy units or perhaps trick the enemy's AI into seeing it as an allied ship. Sort of like team fortress where the spy "looks" like an allied unit until you get close to it.
Reply #69 Top
Sort of like team fortress where the spy "looks" like an allied unit until you get close to it.


I admit its been a while since I played that lovely, lovely mod... but didn't the spy's always look friendly, you just had to look closely to see the name was wrong / he wasn't being friendly?
Reply #70 Top
Sort of like team fortress where the spy "looks" like an allied unit until you get close to it.


If you look at the realy old site you can see that the devs are allowing the Vassari to do that (course dk if that is going to still be the feature)



I would prefer:
No Treaty -> no retreat
non-aggression pact -> retreat to neutral/own systems possible
alliance -> free passage


Tactical backstabbing abound! imagine cutting off your 'ally' from the star in multiplayer, making them pay u a certain amount as tribute in order to keep them there.

so far the toggle option seems to me to be the best way to go, I wrote something very similar to this yesterday, but it doesn't seem to be here.....