Hektos wrote: ↑Thu, 4. Oct 18, 15:28I know it's probably been said already, but I personally like the jumpdrive IF it's limited to capital ships only.
To me this has always been the way: Smaller ships are cost effective because they fit a lot into a tiny package. The tradeoff being they have limited range. This is where capital ships come in. They are able to transport the smaller ships around quickly, with the tradeoff being that they are extremely expensive for the "output" they provide (terrible mobility, low firepower for the cost).
That being said, I can see the reasoning behind the decision to remove it. It really does create a different type of strategy with placement of fleets/stations. It will also probably create a more steady expansion when you can't just move fleets around willy-nilly, while also helping keep vulnerable sectors protected (since enemy fleets can't just bypass static defenses with jumpdrives).
The reason behind it is the Enemy Fleet has to conquer the sector 1 zone at a time, you would have to fortify the Jump Gate with static defences to weaken the enemy advance.
They would then have to march on to every station in your sector to Wipe away/Claim (I hope) every station.
The Core Sectors will be heavily fortified with a larger fleet presence.
Jumpdrives take away that strategy, jumping anywhere with a beacon raid and then jump out before their response forces can find you.
Also being attacked by a superior force and just jumping out of harms way is kind of immersion breaking to me.
You need that Risk/Reward factor in a War, place your fleets strategically and meet your foe knowing the damage will be minimal on your side and highly costly on theirs.
Jumping about where you want robs you of that decision making, if anything I feel it's anti-THINK cause it robs you of that feel that you're an Admiral placing you pieces on the board like a game of chess and countering what your opponent throws at you.