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Mobile jump phase inhibitors i.e. Interdictor Crusiors

Mobile jump phase inhibitors i.e. Interdictor Crusiors

http://galactic-voyage.com/Dark%20Side-Capital%20Ships-Interdictor%20Cruiser.htm

There is a lot of talk about improving the tactical side of Sins so i wanted to add a idea that would have been very useful in my last game which would add a bit more depth to sins. I was playing against two other empires on a small map so i only had 2 planets and 2 atseroids. Between my two planets was a uncolonizable asteroid belt where all my trade ships passed through. One enemy empire kept sending a fleet of 2 sovl cariers, a battlecrusior and about 15 frigates into this asteroid belt to attack my trade ships. My fleet was split defending one of my planets and one of the asteroids which was 2 jumps away from the asteroid field. My closest fleet (defending one of my planets) wasn't strong enough to defeat this fleet without being decimated istelf)and either there wasn't enough time to bring my 2nd fleet over to ensure victory or else it was too risky with the other empire breathing down my kneck! Then once i had finally got a large enough feet that could singlehandly destroy this raiding fleet the raiding fleet simply jumped back to their own world before i had destroyed more than a couple of frigates. A frigate class ship with the sole capability of inhibiting phase jump would have solved this problem and would really add some more depth to the tactics of Sins. Alternatlvely this could be added as a special ability of one of the more support orintated capital ships. Would be admirals would have to take into account the possibility that their fleets might not be able to leave a system once they enter it before launching invasions.

In my case I could have jumped my first fleet in knowing that back up was on the way!! Or would have stopped the raiding fleet fleeing when i finally got a bigger fleet together. This would create a dilema for the opposition either they accept the loss of their fleet or try to save it by jumping in reinforcements themselves to try and salvage the suitation which could lead to colossal battles!

My thinking on how this could be incoperated into the game is by only allowing 1 mobile phase jump inhibitor per empire this in itself would force tough decisions as in larger games they would be very useful all over the place but only having one means choices have to be made. More than one would just end up with it being impossible to jump into any opposition territory without encountering a mobile inhibotor. They would also have to have very strong sheilds to avoid the other fleet rushing over and just destroying it but this could be countered by it having no offensive capabilities. Even without strong sheilds the very fact that an enemy fleet would have to rush over and destroy the mobile phase inhibitor before they could flee allows your own fleet time to do some damage.

P.S for anyone familiar with Star Wars this idea is basically a Interdictor Crusior (see external link)
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Reply #26 Top
maybe because they were good the way they were!


Yeah, I imagine they were quite marvelous to trap the AI

though it has been said a thousand times before: that is what scouts are for.


But what if you can't avoid that system? Scout or not, you'd have to jump your fleet in and gamble on either being able to overpower the defenders or lose it all. It makes you want to build up as much as possible, which gives the enemy time to reinforce those defenses even more and drags games on and on.

That's the only real issue most people have with turtling. It's not that they're against defensive strategies being viable, it's that turtling often makes games last a terribly long time.


dunno... i just don't think defenses are that powerful. Which means they really need no nerfing, as was the case for the pji.


Defenses by themselves no, but then either the old or the new inhibitors aren't very useful if their only defense is static because static defenses are easy enough to deal with for any medium+ sized fleet.

The problem comes in when you have fully developed static defenses *plus* the enemy fleet versus yours. Then it becomes lopsided. 4 hangars by themselves add 8 squadrons to an enemy fleet. 2 repair stations add a lot of longevity to the ships. Gauss platforms shred any of your close range ships. All while you also have the enemy fleet to worry about.

And on top of that, you're not allowed to retreat unless you destroy the inhibitor, which you probably can do but you would have to bring your fleet into the grav well, since just bombers would get shredded by enemy fighters/Gardas and whatever damage they do to the inhibitor would be repaired by the platforms..