Hyperjump Disruption (Full Version)

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richardus -> Hyperjump Disruption (12/11/2012 11:37:02 PM)

How exactly do hyperspace disruptors work?

I was hoping to design an interdictor type ship and attach it to a fleet so that I can knock enemy ships out of warp and then attack them. Would this work or will my own ships be unable to go into warp while they are in the same fleet?




Kayoz -> RE: Hyperjump Disruption (12/12/2012 7:38:25 AM)

They are an area of effect hyperspace entry denial. Ships in the area can't enter hyperspace - meaning that they can't disengage from combat by fleeing into hyperspace - which means more boom-boom-dead-ships. Nice for pinning down fleets and eliminating them to the last escort.

Nope, no pulling ships out of hyperspace. Hopefully this will be possible in Shadows, but I don't remember anything more than speculation that it will.




Bingeling -> RE: Hyperjump Disruption (12/12/2012 8:21:39 AM)

I have never survived to late tech, but isn't there an end game one that can pull ships out of hyperspace?

I have always imagined it could be possible to park a fancy ship below a main trade line outside the capital and mop freighters. Or is that something that will be available in Shadows only? (Or not at all?)




Kayoz -> RE: Hyperjump Disruption (12/12/2012 8:41:01 AM)


quote:

ORIGINAL: Bingeling

I have never survived to late tech, but isn't there an end game one that can pull ships out of hyperspace?


Not that I'm aware of. Closest thing is the planet installation, which stops you from warping in closer than a certain distance. Useful to buy yourself some time to beat off an invasion fleet. Otherwise, it has no effect on ships "in transit".

quote:

ORIGINAL: Bingeling
I have always imagined it could be possible to park a fancy ship below a main trade line outside the capital and mop freighters. Or is that something that will be available in Shadows only? (Or not at all?)


Maybe in Shadows... it's implied that piracy will be a bigger factor in Shadows, but Erik has been vague with details of how it'll work in practice. Maybe you just camp a valuable mining station and nick all the freighters - or pull them from hyperspace - he's never said.

Perhaps someone else has seen a post with more detail (that I missed).




Bingeling -> RE: Hyperjump Disruption (12/12/2012 9:08:54 AM)

You should be right about the current game. I think the explanation of the well projector is a bit misleading, but it explains the use you mention (create a safe zone). I have never seen a well projector in action, that I can remember...

I think nothing is promised, but being able to put up a field that force those overhead down...





Fishers of Men -> RE: Hyperjump Disruption (12/12/2012 11:09:43 PM)

I read about the inclusion of a tractor beam tech, but nothing about a device that will pull ships from hyperspace.




Jeeves -> RE: Hyperjump Disruption (12/13/2012 12:08:33 PM)

The warp disruption line last two techs are a device that pulls ships out of hyperspace, but it is big and expensive so you only want to put it on spaceport guards of size destroyer 600 plus. I don't put it on spaceports except the homeworld until I have fortified bunkers and giant ion cannons at the colony, or more than one guard... You DON'T want to have to fight that thing to retake a colony if it gets invaded... They work fine and are handy against pirates too, fixed in the latest patch.

Lonnie Courtney Clay




Bingeling -> RE: Hyperjump Disruption (12/13/2012 12:20:21 PM)

Is it so big and expensive it won't fit on a ship? As long as one can fit it, it should be possible to have some fun, even if it makes little sense. One needs the projector, reactors, crew stuff, hyperdrive, a minimum of engines... Beyond that it is luxuries (shields and armor won't hurt).

Imagine a cluster map with an enemy of likely attack direction (they are distant). Put up a projector on the likely attack route, park a strong fleet, and mop up any attackers before they get close [8D]. It is probably extremely hard to organize though. In some cases you get attack warnings from distant fleets. They show the flight line... You know where to park.




Jeeves -> RE: Hyperjump Disruption (12/14/2012 11:20:54 AM)

IIRC it is size 52, so can be fit on size 600+ ships without too much pain. But it is only good for colony and base defense because the zone where ships can't enter from warp is about radius 1400 or so, look at the tech description for details. By comparison, a typical system is radius 20k and a sector is 2 million across. So unless a fleet was on the way to the location with warp denial, it won't get intercepted.

Lonnie Courtney Clay




Bingeling -> RE: Hyperjump Disruption (12/14/2012 11:31:38 AM)

For a big trade line...

The ships enter at the same point, they exit at the same point. You can test drive it with an exploration ship. Start at one end, head for the other. At a suitable spot "stop - This is where we set up shop".

Long range scanners can be useful in figuring out where there is a lot of traffic, though.

Since the component is smaller than a long range scanner, it is not so hard at all. If you learn to measure distance, you can apply 3-4 of them and maybe cover more points from each system. If I make my own ships, I will most likely put a long range scanner on the capital, making that more of a control class, and fleet bonus ship. Cruisers can be almost as large, but more focused on inflicting hurt.

What is better than an long range scanning explorers? That combines with fleets that also carry long range scanner. Expected lifetime of mines in the area - minimal.




Jeeves -> RE: Hyperjump Disruption (12/14/2012 12:09:42 PM)

I build about 100 explorers with long range scanners and park them one per sector or so. That covers all of a 10x10 galaxy. No point to putting the LR on warships, it eats fuel during battle like crazy.

Lonnie Courtney Clay




Kayoz -> RE: Hyperjump Disruption (12/14/2012 12:39:28 PM)


quote:

ORIGINAL: Jeeves

The warp disruption line last two techs are a device that pulls ships out of hyperspace, but it is big and expensive so you only want to put it on spaceport guards of size destroyer 600 plus. I don't put it on spaceports except the homeworld until I have fortified bunkers and giant ion cannons at the colony, or more than one guard... You DON'T want to have to fight that thing to retake a colony if it gets invaded... They work fine and are handy against pirates too, fixed in the latest patch.

Lonnie Courtney Clay



Neat - never noticed them or had a play with that tech.

Thanks for the info.




Bingeling -> RE: Hyperjump Disruption (12/14/2012 12:52:30 PM)

quote:

ORIGINAL: Jeeves

I build about 100 explorers with long range scanners and park them one per sector or so. That covers all of a 10x10 galaxy. No point to putting the LR on warships, it eats fuel during battle like crazy.

Lonnie Courtney Clay


You like to powergame, I don't. The explorers are also exploity, because they can park where the AI won't appreciate/allow a monitoring base.

If you powergame a bit less, you may consider that a ship class may not be much of a fighter. I feel I basically need 3 kinds of fighting ships. The main fleet ones, the carriers, and the raiding ones.

Cruiser for main battle fleet "fighters".
Carriers.
Destroyers for more roaming. Frigates if you prefer that tag.

A 2 cruisers + carrier fleet works a charm for mopping up small stuff as well.

The Capital can be the fleet control ship. Scanner, fleet modules, high defense. Not so much weapons, maybe some long range ones, or a death ray.




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