jumping too fast

so i was playing my first real game last night. Had it set on teams of 3. After I started expanding i discovered some CPU enemies.
Who very swiftly bypassed all the defences set up in my frontline systems and jumped all the way to my back colonies.... in a matter of seconds.

There needs to be some kind of downtime inbetween jumps otherwise it just gets too ridiculous.
2,670 views 10 replies
Reply #1 Top
I had the same problem, but I learned to build hangers first and post bombers and the edge of the gravity well, ended that quickly.
Reply #2 Top
Yes, 20 to 30 secondes between Jumps sill be good.
Reply #3 Top
or maybe that phase jump DEMANDS antimatter to work. as it is now, you will loose a portion of your anitmatter, but can still jump if you have 0 AM.
that would make a double jump possible but then you have to wait.
and maybe let players build jump gates between their worlds that saves the ships AM, and a defensive fleet could move around pretty easy.
Reply #4 Top
using antimatter to phase jump would punish the person attacking, as they would have less antimatter once they arrive in a new system to attack...
Reply #5 Top
well you DO loose a portion of Anitmatter already. but now you CAN jump even if you have close to zero antimatter.
Reply #6 Top
I agree. Requiring a minimum amount of antimatter to jump would be an excellent change to game mechanics. I find the rapid jumps extremely annoying. I'll have a large fleet posted at a chokepoint and a few frigates will show up and flee back into my colonies requiring either that I've prepared defenses in many systems or that I chase the ships through as many as seven or eight jumps.
Reply #7 Top
Yeah, ships should have antimatter to jump. But the designers are trying to prevent the losing side in a battle from losing everything...even though, that is usually how it goes even with the ability to jump without antimatter.
Reply #8 Top
I find the rapid jumps extremely annoying.


Addressing this issue has been a high priority for us. Before we had space lanes it was even worse - ships were flying in an out of everything planet, and the weakest players would just hit and run forever. We are currently working with a model that will be a big step towards resolving this. You'll hear more on this later
Reply #9 Top

I find the rapid jumps extremely annoying.


Addressing this issue has been a high priority for us. Before we had space lanes it was even worse - ships were flying in an out of everything planet, and the weakest players would just hit and run forever. We are currently working with a model that will be a big step towards resolving this. You'll hear more on this later



Reply #10 Top
Maybe you could still let them jump without antimatter but make it much slower and have the charge up time depend on the amount of antimatter a ship has. thereby making raiding still work but also getting rid of the super fast jumps if they have little to no antimatter.