Phase Jump Inhibitors

Are they even working?

I was playing a large game and i noticed...The phase jump inhibitors do not inhibit!

yeah scout frigates are immune...but cap ships too????

i placed them at several planets and the enemy jumped in, attacked my gauss platforms and jumped away! The inhibitor was at full everything but it's useless to build them if they don;t work
5,853 views 14 replies
Reply #1 Top
Read the description They work as they should. They prevent enemies from jumping into *friendly* territory from a planet with an inhibitor. They do not prevent the enemy from jumping into neutral/hostile territory. So basically, you put them at your choke points to make sure the enemy doesn't sneak any ships past your main defenses and onto undefended planets AI doesn't do this (yet?), but in MP people might!
Reply #2 Top
not only might, but do.

there is also a high level research that allows fighters to ignore inhibitors.#

personally, I would like to see an upgrade to the inhibitors. for an extreme amount of antimatter consumption, they could also trap fleets. you could base strategies on that, such as jumping a small force in to trick the enemy into using up all antimatter and when it stops working jump another fleet that goes for the actual target behind the lines.
Reply #3 Top
Ahh yes inhibitors.... once a powerful tactical tool now didly squat useless in all but very very resource high games.
Reply #4 Top
Ahh yes inhibitors.... once a powerful tactical tool now didly squat useless in all but very very resource high games.


People are forgetting that the Vasari are supposedly the masters of phase technology. Im betting they might have something like a special-ability deathtrap on their inhibitors. TEC shouldnt be given such a powerful tool when their strengths lie in economic techs.
Reply #5 Top
stupid me...next time i will read better before posting

Guess i was to used to the beta 2 version of the inhibitors
Reply #6 Top
I'm not forgetting the Vasari, but there is allot of room for them to prove themselves masters of Phase Jumping... for example absolute inhibitor immunity or making their own temporary phase lanes.

That being said I'm not for bringing the old ones back, but the Inhibitor as is might as well not exist it is just not useful when so much of the early to mid game (where you would neeed this device) has so little that can be spared for such a nicety... much better to dedicate the same resources to ships or standard defenses. The inhibitor slows the enemy down by about ... 1 Iota, yeah thats about it.

Whereas standard defenses or ships slows the enemy by 1 Iota... and fires at them and some can follow them.
Reply #7 Top
The Inhibitor only needs 3 military labs to research though :o It's on the same tier as the light carrier. It's just that people don't use them/take advantage of their absense. I guarantee if you went up against a player that managed to sneak a bulk of his fleet past your well fortified choke point and started bombing/destroying the economic structures of unprotected planets (because let's face it, who spends resources maxing out tactical in your 'heart of the empire' planets), you'll find a way to research that inhibitor
Reply #8 Top
The Phase Inhibitors were never meant to be traps. Their purpose is to create "walls" with which to help slow down the enemy from making major incursions into your empire. When properly deployed, they now do just that.
Reply #9 Top
I often don't need to have fortified choke points, because it means Ive been putting those credits into fleets.

Im usually the one with the fleet inside the other guy's empire. That usually means I don't need as many defenses lol. All an enemy needs to get past that Very expensive phase inhibitor is some bombers... if he scouts at all it wont even slow him down because he will be prepared. Its not that it cant be used effectively its that its currently not cost effective during the early and middle game, by the late game you can build them and it probably wont help much; because players are in active 'extermination' mode and attacking the front line system is a priority as opposed to bypassing it.

If it were cheaper in tactical points and resources I wouldn't be as strongly against the current inhibitor. There was a dedicated thread to this idea that I started a while back- dont know if you posted in it, but a good many compromises exist inside it. Worth a read.



Add On: Just because they are now doing what you intended them to do, doesn't mean they are all that useful... they are just a little too expensive; if they even just slowed the time it took to calculate phase jumps theyd be so much better.
Reply #10 Top
I think they need a bit of a tweak, perhaps they should have a 3-5 minute countdown once enemy ships arrive , that they prevent jumping out of a system. While continuing to provide the wall effect of any ship going deeper into friendly space ( until the phase inhibitor is destroyed) It would force people to scout more often...
Reply #11 Top
I beg to differ, bombers are useless against it if you have:

A: a defense fleet with ONE flak frig
B: 1 or 2 hangers with a few fighter wings to kill said bombers
Reply #12 Top
Actually I have had the things NOT stopping any ship form warping OUT of my controlled space, I had 2 inhibitors and Still Capital, and other Non scout ships, where able to constantly Warp out of and Into the system with them. Unless the are meant to stop them from warping THROUGH to another of MY controlled spaces, but then that still makes them Pretty much pointless. The whole point of them I figure, is to stop a Huge fleet from leaving a system without being forced to at least destroy the inhibitor and likely the defencive fleet you have there.

I should point out that I've only played single player with the latest Build.

Meh. Ok, went back and actually read the description and yupp sure enough they only prevent ships form going THROUGH and then only to your own/friendly territory. There really is no point in them then as they stand. If a fleet jumps into a system with a phase inhibitor they should be forced to fight THERE, weather or not they want to "pass by".
Reply #13 Top
I have to cast my vote with the "Inhibitors should GREATLY increase the time it takes for enemy ships to jump into Phase Space".
Reply #14 Top
I should point out that I've only played single player with the latest Build.
End of quote


And that's why you don't understand why they ARE useful. Until you play multiplayer against a player who sneaks a small force past your heavy defenses into the heart of your empire and starts destroying labs/shipyards with impunity while your fleets are fighting elsewhere, you won't understand.

I've used inhibitors to make people curse.

That said, giving them a secondary effect of making phase jumping out of the system to non-friendly space take longer is not really a bad idea. It could still create a death trap if it takes too long, and that's the main reason the devs don't want to make it stop all jumping, but a noticeable but not overboard increase in jump powerup shouldn't be too bad.