I for one would hate to see the PJI's cause an absolute block on jumping; the only reason I can see anyone would want them to do this is so they can lock down their system and not have to worry to any great extent about defending multiple fronts.
You will have multiple fronts to your empire most of the time even with a decent PJI. What the current (non-functioning) PJI does is make every single world in your empire a front.
Fine if your the one locking down, not so much fun if your trying to attack.
It is completely fine either way. If I am attacking a system that is "locked down" so to speak, that is perfectly fine with me.
I agree the PJI's should be more powerful though - the ideas about stacking, or increasing the time to move through phase space sound perfect.
If you dislike the "lockdown" game mechanic, why would you want the PJIs made more powerful?
I must admit, it does seem to me that there's seems to be an awful lot of "the game doesn't suit my play style so change it" going on in general, eg seige frigates, PJI's. I really hope that the designers don't make huge changes to try and please everyone, and end up turning the game into some grey, generic mush .....
Well it seems the game must suit *somebody's* play style. The question is, who's? I would say that most strategy gamers would prefer the so-called "lockdown" play style vs. the style that exists now. People who like tactical clickfests would probably prefer the existing mechanic.
This game seems to have been originally conceived with the "lockdown" mechanic in mind, because there is no point in having phase lanes otherwise, yet phase lanes are there. Further evidence that the original intent of the game was the "lockdown" mechanic is the quote from the game manual which you can read above somewhere. Yet more evidence is the existance of the PJI itself, which currently does nothing. Even more evidence is the Vasari having the PJI tech earlier than other factions, which actually makes the Vasari an inferior race to play currently, as they have a useless tech cluttering their early tech tree. On and on....
The current gameplay mechanic would do quite well in a tactical space battle sort of game (picture the tactical battle mode in the "Total War" series, but instead of spending a set number of points on infantry, spearmen, cavalry, etc. you would spend them on cap ships, frigs, etc), but it really makes no sense in a strategic, empire-building game.
Doesn't the current setup force you to intelligently expand your empire more so?
In fact, it does not. Right now, there is not much of an intellegent way to expand your empire. With the PJI the way it is supposed to work, there is definately an intelligent way to expand your empire - you expand to a good chokepoint.
Right now, every planet in your empire has to be ringed with defenses to the max. The better setup is to strategically choose which worlds will be dedicated to defense, which ones will be dedicated to resource production, which ones will be dedicated to laboratories for research, etc. Dedicating chokepoints to defense makes much more strategic sense than dedicating every planet in your empire to defense. Having a defensive fleet near a chokepoint makes much more sense than having defensive fleets on every planet in your empire.
Are you telling me that by constraining attacks to primarily front line planets, and ensuring that enemies can't reach other planets in the rear of the empire, that you'll be as concerned about expanding your empire, or leaving planets undefended? Doubtful...
Your doubts are unjustified. If you want to win the game, you have to expand your empire. You won't win just taking a few planets and then sitting on top of them. Also, would I leave some planets in my empire "undefended" if I could defend a chokepoint instead? Absolutely - they would actually be defended by the chokepoint. That's actually good for you with your raiding philosophy, because if you break through the chokepoint, you're gonna go on a rampage as a reward.
Your question also has a false premise it it - "ensuring that enemies can't reach other planets in the rear of your empire." Of course they can, but not by simply ignoring occupied chokepoints and flying right past them.
i feel the problem is not the pji its the super weapons as per usual
pji would not be as they are if it were not for super weapons
People used to say this, but this valuable discussion has revealed the truth: it really isn't about superweapons at all, it is about gameplay mechanic. The people who want a weak PJI want it to stay that way even when you remove the superweapon from consideration.
So you're telling me, contrary to what has been stated, that you can't possible have fleets defend your planets against enemy raiding parties?
Can you stick fleets on every single world you own? Sure, I suppose. Does that make sense in a game which was billed as a grand strategy empire building game which professed to eliminate micromanagement so that one could focus on the big picture instead? I don't think so.
That doesn't make an ounce of sense to me....If you can't defend planets by having less of them to watch, how is it going to be different with PJI's that limit ship movement? Huh?
LOL - I think your idea of what the gameplay mechanic should look like is so warped that it is difficult to understand, much less respond, to what you say.
"This would make controlling the chokepoint more valuable, because a fleet stationed there may effectively defend the worlds behind it."
Yes, I know, which entail people throwing most of their defenses to the front line.
Which makes much more sense in every sense of the word if that front line is a strategically valuable chokepoint.
Looking on a map, some worlds will stand out as much more valuable than others from a strategic standpoint. Even some crappy asteroid can have its value multiplied many, many times over if it is in the right location, and controls the right phase lanes.
THAT CRAPPY ASTEROID CAN BECOME THE FOCUS OF THE ENTIRE GAME. That's a much superior and interesting game dynamic to me. But not to you - you'd rather asteroids serve as economic benefits and nothing else. Why? Because your only interest is in creating some "raiding dynamic" for the game, to the detriment of everything else.
I think most people complain about the pji tag because the AI in this game is absolutely terrible.
Personally, I don't care about the AI as it simulates a player (I *do* however care about the AI as far as it making good choices for me when I have it on "autopilot"). In short, my views and the views of others on gameplay mechanic have nothing to do with AI.
I don't think we are going to change minds here, no matter how much we go back and forth. The reasons have become clear: two groups of people want to play two different games, and argument, logic, and reason have nothing to do with what kind of game one wants to play.
I for one am quite happy that the devs will look into the PJI. The vast majority of true grand strategy gamers are with me.