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Phase jump inhibitors

Phase jump inhibitors

Why were they nerfed down from the beta?

Hello,

First, a disclaimer: This is not a complaint I am posting. This is not whining. This is not asking for a nerf, or a buff. This is simply what it advertises itself to be - an honest question, nothing more nothing less.

At any rate, I keep running into postings about people playing "phase jump tag" or "phase jump hopscotch" or "phase jump ballet" or "phase jump musical chairs" or whatever you want to call it. My question is simply "Why was the phase jump inhibitor nerfed down from the beta?" I hear that the PJI used to completely stop all phase jumping. Now, it just slows it down. I imagine that the developers didn't just wake up one morning and pull an idea out of their collective asses at random, such as "Hey! Why don't we nerf down the PJI for no good reason at all!" So I imagine that the beta testers were complaining about something, or that some issue was being addressed. What was the issue that was being addressed? Why was the PJI nerfed down? Again, I am not asking this as a complaint thinly disquised as a question. It is simply an honest question. I mean, perhaps there is a darned good reason why the PJI is the way it is, so I'd like to know. If for no other reason, at least I can have an intelligent response when someone complains about this sort of thing in the various posts I read.

Without having any other info, it seems to me that being able to create strategic hardpoints with phase jump inhibitors (ones which would completely stop all phase jumping) would be a desirable thing. However, like I just stated, that opinion is "without having any other info." I'd actually like the info.

Thanks.
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Reply #101 Top

Why not make PJIs affect phase space speed itself? Phase lanes can be quite long, and huffing and puffing along them can be a grand time killer without directly trapping the hostile fleet. Why not add on the ability to research incoming and outgoing phase space delay?
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My suggestion would be that this effect only occur on outgoing jumps that occur within range of an enemy PJI. If it also affected incoming jumps it would also make straightforward border crossing attacks (i.e., I'm jumping from my system to yours) more difficult as the defender would have more time to prepare as you trudge down the phase lane. My feeling is that what needs to be slightly more difficult than it is now is marauding (i.e., I'm jumping from one of your systems to one of your systems) rather than border crossing attacks. Slowing only outgoing jumps would accomplish this.


[Basic PJI module research] >(next lab)> [Additional 3 ranks of research for total 400% charge-up delay] >(3 additional labs)> [2 ranks to increase incoming and outgoing phase space speed by 200%]
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My 2 cents is that 200% slowdown is a lot, I was thinking 10-20% slowdown when I first suggested this idea, just enough to allow effective pursuit of marauding fleets that just jumped out of combat. My guess is that a 200% slowdown would effectively eliminate marauding.

-Mark