[Suggestion] Add a Phase Inhibitor Ship

I think if every race had a ship that was a moving Phase Jump Inhibitor, an Interdictor Cruiser of sorts, the game would benefit from additional strategies and tactical battle decisions.  Regardless of where it should be in the tech tree, what do you guys think of this idea?

11,140 views 22 replies
Reply #1 Top
There are already 'interdictor cruisers' of a sort available. The Guardian with it's Repulsion ability, the Enforcer with it's Inertial Field, the Subverter with Distortion Field, and the Robotics Cruiser with Demolition Bots can all prevent enemy phase jumps.
Reply #2 Top
I play Vasari, so I know the Subverter's Distortion Field only works on a single target, and the other units you listed I'm not so sure about.

However, I was thinking of a ship that had a passive area of effect ability that slowed down phase jumping.
Reply #4 Top
Embargo only stops trade vessels from getting away. An interdictor cruiser (or capital ship, or whatever) would be a wonderful way to keep enemies from running away all the time. Of course, if the AI ever stood and fought, this wouldn't be that big of a problem.
Reply #5 Top
As it is, I find it's way too easy to play cat & mouse in this game. The AI constantly runs from you and it gets old quick. A way to slow their escape or prevent it for X number of seconds would be a blessing. Anti-matter ability on a new ship? Prevents all phase jumps for 10 seconds. 45 second cool down. Costs 30-40 supply. This way having one is truly tactical. Do you have a slightly weaker force with the ability to make your enemy unable to flee or a slightly stronger fleet? And if you could afford to have two of them in your armada.. nothing would escape but if you met a fleet without an interdictor you may lose.
Reply #6 Top
rgw ai runs a lot when u put it on aggressive easy or medium but ive noticed when i put the ai on hard defensive they tend to sit and fight more also they tend to build defenses around their planets , nutin big but sumtin, also when i play medium i never loose a capital ship but in hard i just finished playing a game and i lost liek 8
Reply #7 Top
Why on earth do you want a phase jump inhibitor ship? That makes no sense - there is already a phase jump inhibitor. You would not be adding anything to the game by creating a ship to do what a phase jump inhibitor already does. You might say "well the current phase jump inhibitor is useless," and I agree. But adding a new ship isn't the solution - fixing the phase jump inhibitor is.
Reply #8 Top
Agent:

Having a mobile phase jump inhibitor would allow people to actually battle, instead of a constant game of cat and mouse. If it's mobile, that means you could prevent people from running away on their, their allies, or even your own allies territory.
Reply #9 Top
If the current phase jump inhibitor is useless, why do you think the devs would consider giving you a mobile one that is actually effective?
Reply #10 Top
If the current phase jump inhibitor is useless, why do you think the devs would consider giving you a mobile one that is actually effective?
End of quote


Your logic is flawed, the current jump inhibitor needing to be more effective has nothing to do with the need for a mobile version, they're two seperate issues unless you think they've made the inhibitor deliberately useless because thats what devs love to do :rolleyes:

And yes it should be a lot harder to run away than it is also I dislike how the phaselanes work, the area in which you can initiate warp is ridiculously huge and things like coming out of warp at one planet, turning around and warping to a different planet immediately is annoying.
Reply #11 Top
There is already a mobile Phase Jump Inhibitor. The Serevun Overseer with it's Jump Degradation ability technically inhibits phase jumps(slowing the enemy's speed in phase space by 50%), but doesn't stop them.

The same effect can be obtained, however, by using Jump Degradation when the enemy is retreating and chasing after them at the same time. Since they'll be traveling through phase space at 50% of their normal speed and you'll be traveling at your maximum speed, your ships will overtake them and when the enemy reaches their destination, your fleet will be waiting there from before. That exemplifies the Vasari being the masters of cat-&-mouse, with the 'cat' being everywhere at once.
Reply #12 Top
That's really not going to do much, they can just turn around and warp back the way they came or if it's one of those multi-lane planets you can warp to a different planet almost immediately, I mean yeah you can have lots of overseers and perma slow them down but in the 5-10 seconds it takes to re-enter warp you're not going to kill much- plus it only applies to Vasari.
Reply #13 Top
A mobile phase inhibited, similiar to an interdictor cruiser would be great. I could see many uses for said device. For example one could fly aways outside a gravity well, and pull invaders back into space well before a planet. This would be an excellent way to ambush opposing forces or slow them down from reaching your colony.
Reply #14 Top
A mobile phase inhibited, similiar to an interdictor cruiser would be great. I could see many uses for said device. For example one could fly aways outside a gravity well, and pull invaders back into space well before a planet. This would be an excellent way to ambush opposing forces or slow them down from reaching your colony.
End of quote


This is exactly what I had in mind. It would add more strategy and tactical decisions to the game.
Reply #15 Top
It is indeed a good idea. However i find i dont play too much cat and mouse as i am more defensive. I like Ion bolt, cripple an enemy cap ship and take it out.
I find myself at the moment splitting my fleet in to two smaller fleet. Have one assualt the enemy fleet and the other wait for them to hype out once you have caused enough damage to them. Mind you, this only works vs AI and only in defence of your own planets.
For attacking-If they run...and i still get the planet. No problem. If they come back, it will be defended and at some point my fleets box them in on thier remaining planet(s) and crush them.
Reply #16 Top
It a very good ideal and this is coming form one of the people who like the cat and mouse game. So what is need is a tech in each of the factions trees, that has an effect on jumping enemy ships.

For the TEC they should have the able, that if there capital ships are in the same gravity well, as the ships that are trying to jump, then that ships can only jump if it has a certain amount of antimatter. Meaning that they have to turn off there special ably and wait to recharge or destroy the TEC capital ship

For the Advent they should have the able, that if there capital ships are in the same gravity well, as the ships that is trying to jump, then time need to jump increases by the number of capital(Advent ships) times there how strong there culture is in that system. Meaning that they have to win the culture war (In other words not letting the Advent play have culture power(not know the right word) over the system) or destroy the Advent capital ship.

For the Vasari, I still don't have an ideal, and am open to ideals. Sorry about that. My last ideal was have it where if the Vasari play had a capital ship in the gravity well, then there was a low % event of the jumping enemy ships to blow up as they entered phase space.

Well what do you guys think?
Reply #17 Top
It a very good ideal and this is coming form one of the people who like the cat and mouse game. So what is need is a tech in each of the factions trees, that has an effect on jumping enemy ships.For the TEC they should have the able, that if there capital ships are in the same gravity well, as the ships that are trying to jump, then that ships can only jump if it has a certain amount of antimatter. Meaning that they have to turn off there special ably and wait to recharge or destroy the TEC capital shipFor the Advent they should have the able, that if there capital ships are in the same gravity well, as the ships that is trying to jump, then time need to jump increases by the number of capital(Advent ships) times there how strong there culture is in that system. Meaning that they have to win the culture war (In other words not letting the Advent play have culture power(not know the right word) over the system) or destroy the Advent capital ship.For the Vasari, I still don't have an ideal, and am open to ideals. Sorry about that. My last ideal was have it where if the Vasari play had a capital ship in the gravity well, then there was a low % event of the jumping enemy ships to blow up as they entered phase space. Well what do you guys think?
End of quote


I think that may be too extreme. Keeping it contained to one unit means that the enemy can target it, if the battle is going poorly, and attempt to run. Having it be an ability on a cap ship means that no one would really be able to escape. I'm ok with people running, but I think the game would really benefit from a passive AOE anti-phase jump unit.

Reply #18 Top
The stationary phase jump inhibitor was nerfed into oblivion coming out of beta. Why you people think they will give you a mobile one when they didn't see fit to give you a stationary one is beyond me.
Reply #19 Top
Sorry, SentrySteve, but I think you misunderstand me. The ideal was not make it impossible to jump, but increase the time need to make a jump if the capital ship was in the system. I was just trying to add more depth to an already deep game. The mouse(fleet trying to jump) would have to choose between target one ship during the fight or fighting it before jumping(ie more time till jump) or waiting while the time need to jump is reached. The cat (fleet trying to destroy the other fleet) would also have to make a choose, to bring all there capital ships together, in order to increase the time need to jump, or spead them out more to get more enemy fleets. Because right now as it stands, there is no reason to spend out your captial ships. Meaning that it there are player going around with 16 capital ships of doom, with no reason it any other way. In this way you would have to chose between 16 doom fleet, with only being able to get one mouse, or sprend them out to get more, with the higher risk of those ships becoming mouse themselves.

But you are right on the let not make it impossible to jump. We need to find the middle ground form way to fast to jump( where we are right now) and impossible to jump. So here are some rules, in my mind to fix the problem.

1. Have the jump inhibitor only increase the time to jump, not make it impossaible. What I added before was to give the player the chose in how to reach that goal.

2. Link the jump inhibitor to something in the fleet. We would like longer fleet battles, not longer for our fleets to get to the battle.

3. Make it so that both the cat and the mouse will have to make some new plans based off this new system.
Reply #20 Top
The Phase Jump inhibitor/Interdictor ship should be a Capital ship with few other abilities other than slowing down the enemy fleet from leaving. This puts a pretty significant penalty for the obvious tactical bonuses it brings to the table. It may not even be worth building for a significant portion of the game until one side has a clear advantage and the game is reduced to chasing down enemy fleets after the game has really been decided. This has the benefit of speeding up the game and shouldn't be too overbalanced.

Your main task force would effectively be fighting with one less Capital Ship than the other side should you decide to build one.
Reply #21 Top
Welp, I think that the new patch is kill the cat'n'mouse game, so we may not need one. It would be kinda cool though.
Reply #22 Top
I've already modded an Interdictor style cruiser that completely disables phase jumping and it should be up in a couple of days for download. I left it up for people to change to range of the effect, how easy the ship is destroyed, etc. All I did was make the ability possible. Just check out the Downloads section soon.