Idea: a new ship part called starlane disruption generator. When activated, it would disable starlane travel of every ship in range of 100uu for a turn, but would destroy the ship carrying it. This would be a way to force battle and prevent a fleet from running away.
Technology upgrades would increase the range and the number of turns that the effect persists.
However, I'm not entirely sure on how to make the friendly fleet chaser the enemy one when all starlanes are disrupted.
Idea: starlane disruption
Moderator: Oberlus
Re: Idea: starlane disruption
He wants the enemy ships frozen and allied ships able to move I believe.
Re: Idea: starlane disruption
Alternatively it'd work if your interference ship flanks the target leaving your attack force out of range.
No opinion on the idea itself, yet.
No opinion on the idea itself, yet.
Re: Idea: starlane disruption
Alternative (not sure I like it): planetary focus "starlane disruption", makes ships in the same system unable to locate exit starlanes (can't move away from the system), but doesn't disallow other ships to travel to this system. Less micromanagy and easier implementations than with ship parts. No tech refinements. Unlocked by some mid/late game tech like Gravitonics.
- Geoff the Medio
- Programming, Design, Admin
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Re: Idea: starlane disruption
So the converse of the Spatial Distortion Generator, that pulls ships in instead of pushing them away?
Re: Idea: starlane disruption
Yes.
Flanking is an option, including fitting such a part on cloakers and using them in close proximity. Or perhaps make such a part also auto-activate pre-combat?
Perhaps also for it to not affect friendly ships because "they know the starlane disruption frequencies yaddi yadda".