Jumping through gravity wells

Ok, we've had the game for a few days now and alot of you have had (like me) the chance to play it alot more. I know that when I first started playing I hated that the AI could jump through gravwells. I know that a ton of you felt the same way.

How do you feel about jumping through grav wells now that we have some perspective?

My thoughts:

I can say that I hated this at first, but now... I think I don't want it to go away. My fleets already take a long time to move around. I have grown accustomed to it and now I sort of appreciate it. But letting fleets zip around willy nilly in the beginning of the game is unacceptable.

My Solution:

Make the warp inhibiter a tech 1 tech. If the enemy is zipping around, its your own darn fault . Can anyone forsee any possible problems with this idea?
35,670 views 17 replies
Reply #1 Top
Make it tech 1 and reduce it's cost and build time, and I think it'll be good then

Reducing the cost will make it viable for early game build without murdering your economy.

Also, we should be able to turn them off, so if we want the enemy fleet to not be there, and they don't want to be there, we can get rid of them without a bloodbath.
Reply #2 Top
agreed whole hartedly, except for the turning of thing.
I'm quite sure i WILL forget to turn it back on. besides, you shouldn't build one if you can't handle the enemy there.

But the enemy just jumping freely through your systems really sucks. and because of jump delay you can never catch them while they're free to blow up random things in orbit.
Reply #3 Top
Inhibitors can be pretty early as is... early inhibitors pretty much eliminates the possiblity of raiding
Reply #4 Top
True, but if your spending 1000 a pop on inhibitors that early, your opponent can build 12 scouts for every 3 inhibiters you build. If you get to crazy building you may be providing him with the means to destroy them and bypassing them anyway, seriously wounding you in the process.
Reply #5 Top
I agree, I spend the early game rushing to get it. It needs to be an earlier tech and a price drop would be useful.
Reply #6 Top
I think the inhibitor just needs an on/off button. And I think the phasejump immunity should only apply to scout frigates, I believe at the moment it applies to everything.
Reply #7 Top
I think the inhibitor just needs an on/off button. And I think the phasejump immunity should only apply to scout frigates, I believe at the moment it applies to everything.


In full agreement on the on/off switch, there are times when I would really like to let someone leave.

The immunity from research? I dont mind that, its an end tech if they want to spend their research time and money on it at that point let them, I put my $ into weapons. Or are scouts always immune? Must test.
Reply #8 Top
No, I think the inhibitor is in the right spot. Being able to get it right away almost negates its value. If everyone can get one right off then why not just inhibit everyone automatically? If anything I think it is too powerful. It makes retreate impossible. Perhaps it could have a range like the repair platform does. ... maybe a quite large range.
Reply #9 Top
Even better idea, make the inhibitor only activate when enemies are in the gravity well, and make it only useful until it runs out of antimatter, say 2-3 minutes at max, so at least there is a chance of getting away...
Reply #10 Top
Hmmm, having anti matter power the inhibitor is a great idea. Maybe the same could be used for the shield generators (although I would prefer it if the shield generators were part of the planet).
Reply #11 Top
Hmmm, having anti matter power the inhibitor is a great idea. Maybe the same could be used for the shield generators (although I would prefer it if the shield generators were part of the planet).


Yah that would be nifty, I like this idea.

Right now I wish I could build shield emitters for my shield emitters



Reply #12 Top
I had a good idea.... OMG
Reply #13 Top
I like the on/off idea for anything really as it adds more tactical depth. So I support the idea. I also like the idea of lowering the cost but the efficiency should also be lowered. For example only very small mass ships should be stopped for a level 1 inhibitor -etc...

I would also like to be able to move objects after I have placed them. Hell truth be told I would like to see them orbit the planet as it adds to visual surrealism which is quite high in the game so far.
Reply #14 Top
I also like the idea of lowering the cost but the efficiency should also be lowered. For example only very small mass ships should be stopped for a level 1 inhibitor -etc...

I would also like to be able to move objects after I have placed them. Hell truth be told I would like to see them orbit the planet as it adds to visual surrealism which is quite high in the game so far.


I like these idea's too. Lowered cost should = lower effeciency.

Question about the orbiting placements though. While I think it would be cool looking, would you want your turrets to orbit also? Would be kind of cool if ships moved more quickly moving with the orbit and more slowly against it, this would allow for some strategic fleet movement. Who knows though how it would actually play though, might be terrible.
Reply #15 Top
i am the one who said that the ships should go through the grav. well and i still say it
Reply #16 Top
i will make it simple

in this game if i enter the united states at new york i can 3 secounds later leave the united states via san fransisco

which means all of the troops that are trying to stop me from travaling through the country are just a waste of money

if we want to use stargates then we need to traval between stargates to get to the next jump lane other wise allow free movement

Reply #17 Top
I'd like to see the inhibitor

(a) Take antimatter to power, as others said previously
(b) Have an area of effect smaller than the entire grav well
(c) Have an on/off switch (the default "smart on" could be turn on if enemy craft are in AoE)
(d) Block ALL ships (your own fleets as well) from jumping from inside the AoE when on.