Bug: Stabilize Phase Space

I am not sure if this is a bug or if I just don't know if I am using the ability correctly.

The Antorak Class Marauder's level 6 ability you can unlock is "Stabilize Phase Space". According to the text, it allows the current node the Antorak Class Marauder is in to be connected to the "Phase Stabilizer" network when the ability is activated. However, my fleet cannot make a jump to any of the planets I own and have a fully constructed Phase Stabilizers structures in. (I know those are working, because I use them all the time). Am I doing it wrong, or is this broken or unintended behavior?

And on a similar topic, and quite possibly the same bug, when your fleet is in a node and you build a new "Phase Stabilizer" structure ships cannot make a phase stabilized jump from that node until after the ships in that node leave. (Yes, the structure was fully built before I made move orders). If I leave the node normally and come back, I can make phase stabilized jumps just fine. It's only when I build a new structure can my ships not use it.
2,603 views 4 replies
Reply #1 Top
Are you trying to send them to another star with the node system? the Nodes only work in the same star system, so you cannot use the capitol's ability to travel between stars.
Reply #2 Top
If you're trying to jump the Marauder's fleet, it won't work, since the ability turns off if you give it a move order. Threw me off at first, too.
Reply #3 Top
@PringleMan:
No, I am not trying to jump from star system to star system. I mean only from "planet" to "planet" within the same star system.

@Cypher2612:
I didn't think of that. So the Marauder can only jump itself and cannot take any other ships with it? That wasn't very clear in the description of the ability. Maybe they could add that knowledge to the tooltip? :p


However, that still leaves the question concerning newly built Phase Stabilizers around a "planet" not allowing the long jump ability for ships that were already there before it was built...
Reply #4 Top
Other way around, actually. The Marauder needs to stay in the node to keep it stabilized. I agree, it's not intuitive going by the tooltip, but think of it like the Marauder itself turns into the stabilizer for the duration. So you could jump any other ships there out, or anything at another stabilizer in, but the Marauder using the ability needs to stay, in my experience.