Gandolph | |||||||
just out of morbid curiosity, when emergency jumping, you can retry, does the retries stop after a succesful jump, OR is it possible to emergency jump straight back into the place you just left ![]() also dont know if anyone else has this problem, i tried to post something in the combat section and it states that i cannot, i think the board software needs the access altering for that area to all not just admin | |||||||
Mica Goldstone | |||||||
The repeat option keeps attempting emergency jumps until one succeeds. Obviously if you are daft enough to put the order in twice, you will attempt a second one even if the first one succeeds. The combat section is there for GM's to post stuff. We can however move stuff from any other section if we feel that it should be in the combat section. | |||||||
CNF_PD | |||||||
How about making emergency jumps 100 tu's like normal jumps (or to the speed of your jump eengines normally) or modifying them so they cannot be used outside of a combat situation. It does make it awfully easily to get a long distance away otherwise very quickly. Surely a normal crew would only make an emergency jump in an emergency and not as a tactic to get a long way away from an enemy quick. True you take damage but if you are 10 systems away who cares, you can go limp home and maintain in safety as nobody has any chance of catching up with you. | |||||||
Duckworth-Lewis | |||||||
....if the aim is to put distance between yourself and the starting point, surely it would make more sense to make 1 EJ (perhaps with several re-tries), and then to make a normal Jump? - otherwise you could end up in the place where you started - and would be a lot worse for ware! | |||||||
Gandolph | |||||||
it states in the rules what an emergency jump is, a movement with great haste that doesnt take into account the complex requirements of the movment from one system to another etc etc, IE emergency. also If anyone can do a normal jump for 100TUs out of a battle situation then why should the ship receive damage for doing so. IMHO, The system as it is, is correct, and shouldnt be changed. | |||||||
CNF_PD | |||||||
My point is that I agree with Duckworth. You should only be able to use the emergency jump in combat and it should not work when you are not in a combat situation (i.e you would have to use a normal jump) In my opinion its also wrong to be able to make an emergency jump attempt many times once after the other whilst in a combat. The chances of loosing a heavy hulled ship is next to nothing if you can make as many emergency jump requests as you like to get away (yes there is a chance you might blow up but I reckon this is much much smaller than the chance of actually making the jump since most people will realise whether they are going to run or stay after the first days combat so you wouldnt have taken that much damage yet). Yes you do take damage during the EJ but as I said before this means nothing if you can get the ship away as you can simply repair the ship and do a refit for no penalty at all. | |||||||
Duckworth-Lewis | |||||||
...my point was that I can't think why anyone would want to make a second Emergency Jump - as you simply have no control as to where you end up, and both hull and internal components will take damage. That doesn't neccessarily mean that making an EJ in a non-combat situation shouldn't be possible - I guess there may be times wher it may be needed. Presumably you are concerned that the possibility of making a couple of EJ's means that a ship could be 8 systems away for just 100 TU's (whilst it would normally take 200 TU's) - making it more difficult to track down. But if you think that that could just as easily take a ship deeper into enemy territory as friendly territory - or indeed back at your start point - then I think you can see there are more reasons not to purposely make multiple EJ's than there are to do that. Note also that each EJ attempt does take 50 TU's - so if your ship has failed three times, you have used 150 TU's....and you will likely have lost a fair few items in the process (each jump attempt causes damage). Perhaps one thing that I think could be added is that if you enter quadrant of a system that has a planetary body that there be a small chance (getting smaller the further out in the system you are) that the ship actually EJ's into the planetary body itself!.... | |||||||
Lord Scrimm | |||||||
My view of the EJump is that it is a LAST DITCH effort to get away when overwhelmed - not a tactic to use to circumvent normal movement operations. The risk of their use should only be considered viable in an untenable COMBAT situation. In essence, you bypass the safeties, shunt the breakers, press the jump button and hope you arrive "somewhere". The stresses and damage inflicted upon the systems of a ship should destroy the Jump Engine in the process of a sucessful EJump AND zero out the remaining TU's left on the ship to reflect resetting and repairing the overloaded systems IF and when you arrive (in addition to the damage inflicted as a result of the actual jump itself) As for jumping into the Mass of a planetary body - you don't want to go there! ![]() Rich Fanning aka ![]() Lord Lawrence Scrimm CIA Intelligence Director | |||||||
Sam_Toridan | |||||||
I like Rich's suggestion about the burned out Jump Drive and zero'd TU's. This option would also make the Backup Jump Drive useful and something warships would seriously consider installing. | |||||||
CNF_PD | |||||||
Agreed, I like Rich's idea too. | |||||||
Gandolph | |||||||
Whats the point of having a 50 TU action zero out your tu's....................... any way are you saying that people will use the emergency jump to circumvent normal navigation cheaper, if look at the rules of emergency jumping you dont go 4 systems so i dont understand any of the arguments above as yet, they arent going anywhere.... so with that in mind leave it as it is | |||||||
David Bethel | |||||||
Its not a combat only order cos it can be used to avoid combat also. You can emergeny jump anywhere (landed, orbit, or system). Anyone doing an emergency jump in a non emergency situation whats their head looking at, cos it gives you no advantage. You can only jump to an adjacent system which you know about (number of jumps is not important) and it costs 50TUs per jump attempt. It costs 50TUs and not 100Tus cos it is easier to overload the jump engines than it is to do a finely calibrated jump. | |||||||
Frabby | |||||||
What is this 'adjacent system' thing? Does this mean emergency jumps can only move you to systems 1 jump distance away? If so, this would imply it is impossible to emergency-jump out of certain systems like Solo, for example. In this case, could I use an emergency jump simply to break the enemy pinning and evade combat into an adjacent quadrant/orbital? | |||||||
Roswell | |||||||
Howdy, Does it also mean that by EJ's you can find your way into restricted systems? An unplotted course could certainly do that, not that I would be happy with it ![]() It is obvious that those who frequent the EJ button will want nothing to change to the rules as they stand as it is working to great effect, too well one would say. Personally I hate the Yellow option, but then when you dont flee from battle you would! ![]() Brett | |||||||
Gandolph | |||||||
the rule has been there from the start one way or another, by not allowing emergency jumping your changing the way the battles of the future are to be fought, should we not allow combat engines because they help pin people, should we not allow inertail dampeners because they help you avoid incoming fire. these things are here and its up to you to use your game skills to outwit the enemy, not change what an individual item does or doesnt do to make it easier. also think about it, if everytime we all get in battles and no one can EJ, all that will happen is that it will escalate into one huge slog. this would quickly lead to a defensive game posture as it favours the defender not the attacker, so people will just sit tight and stagnate. not a very exciting game then is it. this would also result in the swift demise of all underdogs, those affiliations that dont have the resources to put huge fleets into combat as they would lose large amounts of ships every time they went into battle. it would also eliminate the pirate contingent, small as it is, because if they attack in 3 or 4's and get pinned then thats them done. Emergency jumping is right to be allowed. | |||||||
Dan Reed | |||||||
no
and no (thankfully!) as David has already said:
| |||||||
Roswell | |||||||
I am not saying that EJ's are a bad thing, and fully understand their ligitimacy in the game but when you move a big fleet into attack another fleet of say 50 IMP ships 30 being already pinned, and all but 1 IMP (due to a blown out jump drive already) jumps out then the percentage of EJ's that worked is basically 100%. We in the confederacy are thinking Oh let the IMP blow up the platforms which were built at the begining of phoenix, cos we spend 3 hours doing turns to retaliate and they have all EJ'ed out. When a game effects your social life for no benefit, like turning up after 3 hours work and finding the IMP fleet gone, then why bother? EJ's are too effective and basically bad for the game because ppl will not bother to retalitate, will thus lose stuff and drop the game. I for one couldnt give a hoot if the IMP run around Darkfold, you cant defend against a EJ fleet so why bother, I want a pint after work, not 3 hours more work and nothing to show for it. Might as well move the fleet into cappelan and blow the crap out of the IMP and drive their players out the game by taking more systems. Brett | |||||||
Mica Goldstone | |||||||
A fleet performing EJ's will effectively be scattered over a range of fairly predictable locations. Why try to hit the main fleet where you know they will no longer be, when you can probably hit a fragment of the fleet where you are fairly certain they will end up? | |||||||
David Bethel | |||||||
I think i mentioned this before but here it is again. Jump chance= (Ring^2)/2 + Experience/2 % -25% if you are landed -10% if you are in orbit So it gets tricky below ring 10 but at ring 15 there is a 100% chance of escape. You also take between 50-150 damage per hull, applied to all ship items (including the hulls). This damge can be reduced by up to 50% by experience. When you emergency jump a large fleet its like losing 1 in 4 ships. | |||||||
Gandolph | |||||||
as mentioned by the above 2, your talking about the last battle at B15, ie ejs are 100% effective, the lower the ring the less effective they are. Read the rules also ej into an adjacent system doesnt guarantee that you will be seen by the enemy, so dont come shouting if you cant spot them either. (as Mica suggested) and emergency jump into ring 10 1 system away doesnt stand much chance of being spotted either, plus you are then splitting your fleet etc etc. lots of options and thats what the game is about. not predictablilty | |||||||
Andy | |||||||
David said you can only EJ into systems you know about | |||||||
Roswell | |||||||
Do not patronise me Gandolph! ![]() I am saying that the whole EJ system is flawed due to the easiness of the get out quick clause. I am neither shouting about or complaining about anything, I am using this forum to air views and opinions, which is what I thought it was for! The only reason you like the whole 'Rules' thing is because it suits your style of play, whilst I understand that unpredictability is a good element, and the need to change to suit the varying styles I still say there should be a greater chance that you blow your jump engine up prior to the jump and thus rendering you to stay in the fight and allow me to enjoy my style of play, that of annihilating the Imperials who cant run. ![]() Brett | |||||||
Dan Reed | |||||||
Now that would be an interesting twist - a chance per attempt to specifically destroy your jump drive (whether or not you are successful).... Dan | |||||||
Andy | |||||||
Yes I'd like to see that - Say a 25% chance of overloading the jump drive and therefore destroy it and the EJ failing | |||||||
DMJ | |||||||
Certainly. I think the advantage with emergency jumps is that even if you fail... You still get out of combat. Personally, a random chance of rendering your jump drive incapable, and being stuck in combat would be a great addition. EJ should be a last chance solution not a tactic. As if it is a tactic, it greately imbalances the game. | |||||||
David Bethel | |||||||
If you fail, you don't jump and you are still in combat (otherwise thats a bug). The whole situation with them working 100% of the time was based on being in ring 15. Its not a tactic thats viable in ring 10 cos you lose 1/2 your fleet to mis jumps. Each EJ does take 50Tus so you can not get many retries and you take the damage every retry. EJ are in the game to provent the 'all or nothing' situation that we had previously. Taking them out would only spark the thread, 'Need special action to break pin - its not fair'. You pay for an EJ with real damage to the ship - sure the fleet escapes but they pay the price. | |||||||
ATAT-Prime | |||||||
What about adding "Jump Tracers" to the game as a high-tech item? ![]() If your target EJ's out of combat then each Jump Tracer installed on your ship could give a chance of being able to identify where the Emergency Jump dumped your prey. Enemy ship's Jammers would lower this chance. Of course, this would work for all ships making a Jump, not just EJ's or combat pinned ships, but EJs should be more accurately determined as the ship's enginner won't bother trying to properly close the jump-gate-rift-hole-in-space thingy. ![]() Just an idea. Alun. | |||||||
ATAT-Prime | |||||||
I think I just re-invented the "Cloud analyser" from a very well-known game. ![]() | |||||||
DMJ | |||||||
LOL. Yeah jump tracers would be a good idea. In reply to Davids post. Yeah i agree with what you said, but the ability to move in from ring 15 attack a platform and move any unpinned ships back to ring 15 then EJ out with 100% success is a bit silly. Sure you maintain damage, but it proves almost impossible to catch the purportrators. Personally, I agree with Brett. Using the current example of the imperial attacks on cofed platforms. Why bother chasing the fleet responsible, when we can just trash imperial assets instead? | |||||||
finalstryke | |||||||
If you're not stuck for ships then could you not send some mini-fleets with good sensor ships into x15 of the 2 or 3 systems that the EJs would land them in? If you ever catch them in darkfold system then there is only one system they can EJ to :-) | |||||||
Gandolph | |||||||
i dont quite understand the CNF here, so weve got to change game mechanic because in ring 15 its too simple, for a start we havent hit a platform in ring 15, they were in rings 12, 5 and 1, and EJ from 1 is virtually impossible, and from ring 5 is about 25%, so why the problem, use game skill and get us that way not change game mechanic to alter possible attack routes. if we go back to the route of not being able to move when UNPINNED or being able to ej out, then no one will attack each other, and if they do they grind out to be slug fests, and the game would go to a stalemate and be boring. | |||||||
Duckworth-Lewis | |||||||
Theres no reason for an unpinned ship to make an EJ - they can move out normally. Pinned ships however either make the EJ or fight it out - they can't move to a 'safer' ring to make the EJ: If the battle takes place in A10 then the EJ's have to take place from A10. Lets also make it clear - in the major battles so far, the vast majority of IMP/FET/GTT ships have not been pinned - so if you have the impression that the whole of the fleet are making EJ's then you are mistaken. Most ships leave battle normally. | |||||||
Andy | |||||||
When a ship emergency jumps it des not receive any damage from weapons on the day that it jumps. This is wrong. A ship that emergency jumps should receive the full force of all the weapons directed against it is concentrating all it's effort on jumping and not on defence. The ship doing the jumping should be regarded as a sitting duck. Andy | |||||||
Lord Scrimm | |||||||
The problem seems to be the use of Multiple EJ's to counter the difficulty of actually performing the maneuver. Perhaps, if after the 1st attempt at an EJ the program were to put the rest of the order queue on hold until after that days 4 rounds of battle, then run the rest of the order queue once the shooting stops, then we would see less abuse of this tactic. This gives ships the opportunity to break the pin, but if they fail the first time, then they have to weather the storm that day, and may still be able to escape before more reinforcements arrive. Just my 2p. Rich Fanning aka ![]() Lord Lawrence Scrimm CIA Intelligence Director | |||||||
Andy | |||||||
In my opinion you should only be able to d one emergency jump a day and retry the next day (Is this the case now?) You should only be allowed to have a go after the full 4 rounds of battle. Your dodge should also be set to zero. Andy | |||||||
Mica Goldstone | |||||||
This supports: the most massive affiliations with huge armadas that can stay day after day. skirmish attacks in the outer orbitals where EJ's are guaranteed to work. Nobody with any sort of sense will commit a fleet to an attack in the inner orbitals unless they have overwhelming odds. | |||||||
Andy | |||||||
I hadn't considered the implications of all the scenarios so can see that if you set 1 EJ a day it would be disastrous for the game. However I'm still going to maintain that EJ should be calculated after the 4 rounds of battle. Let's take the situation of Straddle. Imperials send in the fleet that outnumbers the DTR by almost 3 times. They decide to run and as such should face the consequences of leaving behind their pinned ships. Delaying the EJ until after the 4 rounds of battle makes sense. Andy | |||||||
Gandolph | |||||||
no it doesnt make sense at all, so when carrying out any emergency action within the armed forces, it is a requirement to let the enemy knock 3 bells of crap out of you first before engaging in the emergency action. is this in the iraqi army mandate, because it certanly wasnt in ours ![]() | |||||||
Duckworth-Lewis | |||||||
...but in doing so you make it more likely that the Imperial bloc - or indeed perhaps the DTR/Confederacy should they ever find themselves in the reverse position, be less likely to make an attack If ships that are pinned have to go through 4 rounds of battle before they can EJ then it simply adds another reason *not* to make an aggressive move. Taking the Straddle example even with a 3:1 ship advantage we quite frankly did not cause enough damage to justify losing the additional ships. The EJ gives an option to avoid toe-to-toe combat. | |||||||
DMJ | |||||||
Don't be silly now. I think what Andy is suggesting is that it seems increadiably inplausable that a ship could be in combat one minute, then out of combat via emergency means without the other side getting a hit in. I guess in reality there must be some kind of delay between the ship's crew concentrating on attacking, and performing an EJ. Personally I'm all for the option that if you fail the EJ, your jump engine gets destroyed. As previously stated it makes carrying a backup jump drive more important. | |||||||
DMJ | |||||||
I think if the system remains as it is. The DTR/Confederacy will be more likely to attack non-movable assets (platforms, bases, outposts, etc) than moving assets (i.e. Ships). Ships are easy to replace, and less of major problem when lost. Platforms and colonies however are much worse too lose. | |||||||
Roswell | |||||||
I think that if the EJ fails then the Jump drive is destroyed, if using a back up jump drive then there is a greater chance that the EJ will fail. This will mean that people who use the EJ system as a plausable combat tactic would be inclined to use the larger Jump drive as a back up, thus having less room for guns, to balance up the approach. The whole idea of the IMP using the EJ as a plausable combat tactic is to get the first round of fire in for free, so I think that jumping out should hold some penalty. The Confederacy I am sure could use the tactic but fleeing is not in our dictionary ![]() Brett | |||||||
Avatar | |||||||
I'm sorry, but I think that the views expressed by the IMP side (or megacorp side if you prefer) seem reasonable. Though Confed and DTR shun the use of hit and run tactics it's nevertheless a very valid tactic, especially to smaller or outnumbered affs. A small aff of 5 ships, shpuld be allowed to use such a tactic to achieve even momentary superiority and them escaping retribution! The EJ already has penalties and restrictions. One can't expect to EJ out of the inner rims and many critical installations are there. Outer rim quadrants are vaster areas of space, so escape is acceptable. If you can't patrol those areas in your home systems, them perhaps one should pull back some ships from the front lines! A strategical problem that has plagued generals for ages! The EJ has a good chance of failing and one can attempt so many EJs, because you have a TU limit. Damage is dealt due to plotting a course by way of emergency, so the ship/fleet is bound to take damage even if direct confrontation retribution isn't forthcoming. The way I see it, hit an run, could even be considered a non EJ, because capatians know they're already going to jump away as soon as some damage is dealt, so they wouldn't be jumping that blind. I don't agree with jump engines blowing! Jump tech is an old capability, excepting FEL<g> and is pretty much tested! What think should happen is jump failing because of mass proximity, obstacles in the plotted course AND damage received for crossing uncharted debris, destruction for driving straight into the core of star, etc, etc... Just my 2 cents ![]() | |||||||
Rich Farry | |||||||
I like the idea of there being a small chance of your jump drive being destroyed when performing an emergency jump whether successful or not (depending upon the in-game explaination of how emergency jumps work), but with a much reduced chance of losing your jump drive if the emergency jump failed. If it doesnt happen too often it would be fun/cool to have your ship stranded in enemy territory after performing an emergency jump. Do you hide? Do you make a nuisance of yourself in the system? Do you hang on until a replacement drive can be shipped to you? Do you send escorts to look after the ship? Do you scuttle the ship and evacuate to prevent it being captured by the enemy? If you're waiting for help are you sure you're not being shadowed by a stealthed warship that is going to attack your rescuers? | |||||||
Andy | |||||||
I think it will make affiliations think and plan more carefully than they have been doing when attacking, particularly if there is a chance they will get hit by 4 rounds of fire before they can EJ. Perhaps 4 rounds is too stringent, however there needs to be some fire directed at the fleeing ships. There must be some manourvering being done to prepare for an emergency jump hence the ship will be a target for enemy ships for at least a couple of rounds of battle. Currently the EJ is just being used as a get out of jail free card. Andy | |||||||
Andy | |||||||
Hit and run tactics are vital for small affs and also pirates I'd suggest. Think about what you would be attacking though. The reason for the hit and run is to hit 'em hard before reinforcements arrive. You are not going to pick a target bigger than yourself. You are going to choose your target with care. So you attack with 10 ships against a hostile force of 10 ships. 2 get pinned and have to EJ (You are unlikely to attack something where you know you are going to get all your ships pinned!). In my example 10 ships direct fire against 2 ships, which are highly unlikely to get much damage even on 4 rounds of battle as long as you've configured your ship right. However it does make it fairer that the fleeing ships take damage. If you look at the larger scale such as Straddle, if you are going to commit that many ships with 3 : 1 odds then you face the consequences of large fleet actions. The IMPerials lost some of the ships that could not jump out. I'd expect that to be a few more as they were pretty much all pinned. If you leave behind your comrades in arms then you face the consequences. Andy | |||||||
Gandolph | |||||||
jump engines do have a chance of being blown up when emergency jumping even when failing already. | |||||||
Duckworth-Lewis | |||||||
Well in that case you may as well say that a ship that leaves battle under normal conditions should undergo rounds of battle because there would be manoevering involved in trying to get away in that instance too! If you look at it the other way, I could argue that in theory if on round 1 an Admiral scans that he is moving into battle and is horribly outnumbered he wouldn't wait until four rounds of combat before he tried to make an exit. You also imply that the Imperial bloc didn't have to plan the Straddle attack carefully. Well it did - and whilst the DTR may have been miffed that the majority of the Imperial fleet escaped before reinforcements came in, well I was miffed that the 3:1 advantage in ship numbers didn't cause more damage to the DTR fleet. Now you could say that that is down to DTR ships being better - but surely sheer weight of numbers *should* have bridged that gap. Instead a smaller fleet not only managed to survive three times their number, but they also managed to pin ships from the larger force (Captain "don't worry about the three ships on our tail, we can get a lock on this one...". It was pretty disheartening that when we had spent the time co-ordinating and planning the attack that the damage done was pretty much reparable. | |||||||
MasterTrader | |||||||
The idea of having to take a full 4 rounds of damage before being able to use an emergency jump is forgetting that EJ's are useful in a number of situations, not only in hit and run situations like we have seen recently. Freighters attacked by pirates are one example that springs to mind. If a ship has to take 4 full rounds of damage before being able to EJ out, this means that once a ship is pinned, it cannot avoid taking two full days' worth of damage. This will: 1) _completely_ scupper freighters caught in combat 2) severely discourage hit and run attacks 3) severely discourage small-scale attacks I think that all of these would be bad things. I agree that the damage done by an EJ should be weighted towards the jump drive, but beyond that I see nothing wrong with the current system (although I admit that I am not the most knowledgeable on this subject!). Richard AFT | |||||||
nortonweb | |||||||
If you want to defend against an EJ attack why not develop a tech that disrupts a large build up of an ISR field (in effect lowering the chance of the success of an EJ) within a sector! Or better develop the tech and a tech to counter it then sell the first tech to your enemy!!! Pete | |||||||
Roswell | |||||||
[QUOTE]If you want to defend against an EJ attack why not develop a tech that disrupts a large build up of an ISR field (in effect lowering the chance of the success of an EJ) within a sector! A nice idea, though it would be too unbalancing and totally end the use of EJ's. ![]() Brett ![]() | |||||||
Andy | |||||||
Yeah I take your point if a targetted ship can leave battle when it chooses then a pinned ship should also be able to EJ without receiving any more damage. I agree with you on this one as the consequences of extending my idea to targetted unpinned ships is just not right and therefore should not be applied. Your second point raises an interesting discussion. In BSE we had options such as flee on round / flee on hulls etc. If an admiral sees he is heavily outnumbered then perhaps he would flee before the full 4 rounds are applied or are we saying that 4 full rounds is the time it takes to extract himself from the situation. Hmm yeah reread my comments, didn't mean to imply that you hadn't planned it, what I meant was that the tactic didn't work. I think we all learnt something from the engagment to be used next time. (Andy rubs his hands together eagerly). Comparing the fleets Imperials generally use mki hulls and are generally slower wheras DTR use mkii hulls and are generally faster. The speed of the ships accounted for the number of pins. But what made the real difference was the tactics we used. Andy | |||||||
Ted | |||||||
I'm probably wrong but reading this thread I get the distinct impression that several players think the Imperial Bloc fleet used EJs to leave the battle zone.This is not the case!!. All the ships that weren't pinned moved normally to another part of the system before jumping out.Only the pinned ships attempt to EJ. In the last battle in Straddle one of my ships was pinned due to taking several hits in the engines. So the only option was to clear the target list and set the option to flee,then attempt EJ(put in 2 extra attempts). So if the EJ failed at least the ships was manouvering like hell to avoid fire whislt the captain was shouting at the engineers to get the EJ to work. In this case the second attempt worked,but after causing more damage to the ship when the first one failed. I think the system is fine as it is.Each attempt causes more damage to the ship and if all the attempts fail you take incoming fire as well!!! Very nasty!!!as it should be. My ship finally limped back to port,very slowly as some ISRs were destroyed as well. Very costly and time consuming!!. Nothing wrong with the EJ rules!!! Rant over ![]() | |||||||
DMJ | |||||||
It appears that this tread is getting very tiring... Oh well, as Brett says, perhaps we will have to use these tactics (even though it is against our mandate). Lets just hope this thread doesn't start up again 6 months down the line. Ho Hum ![]() | |||||||
Nik | |||||||
Sorry to the other DTR/CNF/BHD guys, but I don't really see a probem with the EJ as it stands. Your ship takes damage with a failed or successful EJ so you do loose production if you decide to EJ out of a situation. Indeed, the EJ can take out the JE due to the damage caused in the jumping process. It is also a valid tactic and one which is necessary to avoid slug fests in the old BSE fashion. I think in Straddle we were rather surprised that you left after 1 day, since with the 3:1 odds you had would have forced the advantage over time. My main concern with the EJ is that there is a 1% chance of it succeeding in ring 1 whereas after ring 10 there is pretty much a 100% chance of succeeding. In BSE you built large starbases with no concern how far out from the sun you were, whereas this is now an issue. So crown colonies in ring 10+ are at a vastly worse strategic position than those in ring 1 due to the ability to get a surprise attack warfleet out very easy. Thus I would prefer seeing a more moderated % chance of success, from say 20% in ring 1 to 80% in ring 15, with penalties for being landed/in orbit of something. Nik | |||||||
Gandolph | |||||||
hooray, someones talking sense at last in total agreement, have stated my position from the start | |||||||
Rich Farry | |||||||
I like that how deep within a system a base is placed has tradeoffs. Beyond ring 10 its much easier to EJ, but its also easier to get reinforcements and theres a saving on TUs for shipping. Base % chance of escaping ring 10+ is: 10: 50% 11: 60.5% 12: 72% 13: 84.5% 14: 98% 15: 122.5% Seems okay to me. |