Phase Jump Inhibitors... Beta style!

I'm wondering if anyone misses the good ol' days from Beta 2 (I think) when Phase Jump Inhibitors stopped ships dead in their tracks if they came to one of your worlds. No chance of phase jumping out unless they took it out. This would be great if they re-added those (or even a new item like "phase jump interdictor"). Maybe make them a higher research requirement and have less hull strength. I just really miss those guys, and the applications for them were amazing! It would eliminate "phase jump chasing", where you have to run back and forth trying to get an enemy fleet. Even better would be if they made some kind of Interdictor cruiser or capital ship. That'd add whole new worlds of strategy to it (Someone else was posting the interdictor cruiser idea in some other post).
Anyone else with me on this one? Does anyone even use them anymore?
Also, if anyone from Ironclad or Stardock are reading this, any chance you can explain your decision on the Phase Jump inhibitor nerf from beta? Did you think it was unbalanced, unfair, or too easy to use? I think it'd be great having them again but it's all up to you guys.
40,181 views 25 replies
Reply #1 Top
I'd love to have them back. That 250% increase doesn't help much.
Reply #3 Top
Why was it nerfed?

In a word... superweapons. Think about trying to take out an enemy superweapon deep in their territory... not fun.
Reply #4 Top
Yea I too have troubles with the Phrase jump Inhibitors. Especially with the Ai jumping in and then jumping out when my fleet jumps in and turns the tide of battle. The jump inhibitors don't work very well since there range doesn't really cover enough of the possible jump area. I haven't played Beta 2 but the idea of a Phrase jump inhibitor stopping all enemy jumping near your world sounds great.
To make it fair maybe make it stop the jumps of Capital ships and siege ships so raiding would not instantly become obsolete once you get them. Also making them cost 6 tactical slots would be good too.
Reply #5 Top
Why not make superweapons only deployable on border worlds. Or like I said, decrease the PJI's health by a significant amount. Honestly, myself, I'd prefer the original PJI over superweapons any day! I mean jumping a dozen siege frigs through my systems and taking out my homeworld is kinda lame (which I hear wont be a problem with the next patch nerfing the siege frigs).

Verx45, I'd even like to have the Beta 4 version back. It just eliminated enemy ships from jumping deeper into your territory, but they could still retreat.
Reply #6 Top
Why not make superweapons only deployable on border worlds.
End of quote


That's just silly. You're trying to come up with an increasingly complex solution to a simple problem because your original proposal breaks more stuff than it would fix.
Reply #7 Top
True :-)
But I really miss them. lol
Reply #9 Top
I disapprove of phasing tag (sticks tongue out).


Make a counter super weapon that shoots down the super weapon and kills people in phase transit with a bad ass graphic!
Reply #10 Top
I disapprove of phasing tag (sticks tongue out).
End of quote


You DO realize that while you're sitting there pouting about why you can't just punch an I WIN button to blow up his capital ship, he has some colonies you could be razing to the ground right?

When I get tired of chasing siege frigates around I go nuke his homeworld while he's wasting his time dropping bombs on my worthless asteroids.
Reply #11 Top

Honestly, myself, I'd prefer the original PJI over superweapons any day! I mean jumping a dozen siege frigs through my systems and taking out my homeworld is kinda lame (which I hear wont be a problem with the next patch nerfing the siege frigs).

Verx45, I'd even like to have the Beta 4 version back. It just eliminated enemy ships from jumping deeper into your territory, but they could still retreat.
End of quote


I strongly advocate this as well. I also agree that a superweapon is not more important than strategic play with star systems and phase lanes (not even close). A superweapon is not central to the idea of a strategy game. Strategy *is* central to the idea of a strategy game.

It is just silly for star systems and phase lanes to not have a strategic role in a STRATEGY game. Since this is a space strategy game, they should have a CENTRAL strategic role. Otherwise, the game degenerates more into tactical play, and becomes less about strategic play. Phase lane tag is not a strategy, it is a tactic.

Note that I don't consider fleeing ships to be a problem at all. If ships want to run, let them run - that's a viable tactic in any strategy game I am aware of, and real life too. It is also probably a smart thing to do in many situations. The problem is the elimination of strategic use of star systems and phase lanes. The problem is having to defend your entire empire against this tactical idea of taking a few ships and running all over the place playing phase lane tag, harassing your opponent to death since he can't be everywhere at once (with the beta 4 PJI, he didn't have to be). Now, that sort of gameplay mechanic would be fine for some kind of tactical clickfest game (of which there are many on the market), but for a strategy game?

If there are a few people who do enjoy the current game play mechanic (they are in the serious minority on these threads), perhaps there could be an option to remove the rejuvinated PJI from the game altogether in the game setup options, so that games could be played without it. This would give them what they like - a "wide open" map where every system is essentially connected to every other system even if it really isn't. But this may be getting too much away from an easy "tweak" for the devs, and into something thats more like serious work, so maybe not.

See this thread:

https://forums.sinsofasolarempire.com/?forumid=402&aid=175957#1451615
Reply #12 Top
ugh another post about this?

make it use antimatter , put a 3 to 5 minute lockdown when it autocasts, and once it does autocast it needs 10 min to recharge.
Reply #13 Top
You're also making the Antarok level 6 ability all but useless. All that I really see wanted is people to make invincible fortress worlds that have 100% chance to stop any army.
Reply #14 Top

I disapprove of phasing tag (sticks tongue out).


You DO realize that while you're sitting there pouting about why you can't just punch an I WIN button to blow up his capital ship, he has some colonies you could be razing to the ground right?

When I get tired of chasing siege frigates around I go nuke his homeworld while he's wasting his time dropping bombs on my worthless asteroids.
End of quote


You DO realize that I'm not pouting. I also think you should stop talking down to me, and other players, especially when you some what agree with them. Did you grow up on the SOTS forums?

I realize that the only way to force an engagement is offensively striking at a home world. I also realize that this is stupid. Having two fleets fly right past each other so they can rape each other's planets is stupid.
Reply #15 Top
now there's a good solution
Reply #16 Top
We won't be switching back to the beta phase jump inhibitors (how many times have I typed that? :P ).  We may do tweak them in other, less cheesy ways though. ;)
Reply #17 Top

ugh another post about this?

make it use antimatter , put a 3 to 5 minute lockdown when it autocasts, and once it does autocast it needs 10 min to recharge.
End of quote


What about that idea or something like it? I think that's a great solution.
Reply #18 Top
make it use antimatter , put a 3 to 5 minute lockdown when it autocasts, and once it does autocast it needs 10 min to recharge.
End of quote
And what if you have two? Huzzah old old PJI once again? :P
Reply #19 Top
Keep effects from stacking, one use depowers them all.
Reply #20 Top


All that I really see wanted is people to make invincible fortress worlds that have 100% chance to stop any army.
End of quote


Come on. Making a phase jump inhibitor stop you from phase jumping past it deeper into a system in no way creates an "invincible fortress world" - that's the most ridiculous thing I've ever heard. A phase jump inhibitor isn't a weapon, and it isn't a fortress. It is what it says it is - a phase jump inhibitor. It doesn't change the world it is on - if you want a fortress there you have to construct it. Having strategic geographical points and positions on a map goes back well before the days of Alexander the Great and Sun Tzu, and has always been integral to the idea of strategy and war games.

Since a developer just popped on and said they won't be reverting back to the old PJI, I suppose I can personally consider the case closed. But I suppose I can close with saying I just don't understand their idea of a strategy game (maybe their idea is more tactical and less strategy all along?).
Reply #21 Top
Come on. Making a phase jump inhibitor stop you from phase jumping past it deeper into a system in no way creates an "invincible fortress world" - that's the most ridiculous thing I've ever heard.
End of quote
It doesn't innately create such a fortress world, no, but it makes them doable. You can just surround the PJI in turrets and hangers and you never have to worry about any other world beyond that one getting hurt so long as that giant ball of defenses still stands.
Reply #22 Top
a good fleet can always bash good defences (or the defences are over powered)

I personaly think the beta four PJIs worked very well, I don't understand why they were droped.

These new pji's are practicly worthless, anyone can STILL jump right past defences, albiet it takes a little longer, and unless you went insane with hangers, then the added time doesn't hurt the attacking player at all.
Reply #23 Top
Phase inhibitors suck. Double the effect, or shrink their radius and make them stop jumping ENTIRELY. Phase jump tag is just stupid.
Reply #24 Top
25 seconds can be fairly useful in the right circumstances. I can see why not to have the Phase Inhibitors changed back to their original function. It seems reasonable to me, however, that their radius be improved to affect ALL enemy ships around their gravity well. As it is now, a single Phase Inhibitor can cover most directions, but it takes two to cover the entire gravity well, except around asteroids.

Reply #25 Top
Phase inhibitors could be specific to a jump lane. Place one inhibitor in one lane and enemy ships will be slowed when trying to escape anywhere in that lane's area of effect. A player will still have to decide between tactical points available and the right lanes to inhibit...