Silverthief

Silverthief

Joined Member # 3043790
3 Posts 26 Replies 6,345 Reputation

Being able to defend chokepoints is important, because otherwise, there's no difference between a thinly-connected system and a wide-open one. The map differences cease to matter. The PJI is the key structure that makes maps play out very differently. Right now, it's broken because it doesn't do what it's supposed to. It is possible to make it functional (totally locking down phase lanes, say) while still having problems like the superweapon use fixed. If firing the superweapon

101 Replies 75,141 Views

It sounds like the objection to a total lockdown is that it is possible for the defending player to make a very strongly guarded chokepoint, then fire superweapons (novalith cannons, etc) from behind it. I think you could fix this specific problem without making the PJI so weak for its intended purpose, though. Here's two ways: * Make the PJI easy to kill. Simple. * [b]Make superweapons shut down their owners' PJIs for X minutes after firing.[/b]

53 Replies 77,582 Views

No, it just makes them jump somewhat slower. That's not good enough because your response fleet can realistically be many jumps away on large maps, so even if it takes two or three times as long to jump through a PJI, they can still do it.

53 Replies 77,582 Views

This seems like the most common cause of problems that people are seeing here - there's no way to really stop an enemy from running past your defenses and rendering chokepoints irrelevant. It would seem like this could easily be fixed like so: [B]Make Phase Jump Inhibitors prevent hostiles from using phase lanes that connect two planets which both have a friendly PJI in them.[/B] This would be good because an attacker would need to destroy the PJI at a planet before being able

53 Replies 77,582 Views