Burger said:The JP opened in Jupiter's atmosphere was a bit dodgy. Admittedly that was realspace->hyperspace, but it could work the other way too. There are ground to say that the presence of matter (ie a ship) might make the JP dangerous to the generating ship.
Spike1382 said:Ahh, but what about the new requirement for scouts to pull off a JPB? If it's one scout for one JBP per turn and the ship can be damaged on a bad roll, then the Blue Star is balanced. You'd need six scouts for six JPBs. Doable with the new White Star scout, but that's building you fleet around that strategy, which I wouldn't mind so much personally. How about that?
katadder said:Burger said:That is pretty restricting in scenarios where I'm only allowed to keep 2 ships in hyperspace.katadder said:like i said though you can still do it, just use small ships for your JPs and one of them can be the decoy
Through the jump gate, yes they can judge the size but not identity. For example all they know when the Hyperion arrives to take control of Epsilon 3 is, "it's big". Jump points, they have no idea what is coming through, for example when the Sharlins jump in to protect B5 against Clark's reinforcements, they assume it's more EA until Delenn comes through in her White Star and gives her speech about kicking butt.katadder said:also in B5 cant they generally use sensors to see whats coming through a JP? if nothings coming through it wouldnt be much of a decoy would it.
Opening 2 JP's and bringing both ships through one of them is not cheesy at all. Its keeping your tactical options open.
well if the 2 ships are sharlins then the enemy has to decide which one to turn towards, or you can just bring them in behind.
like i said theres evidence in the show of a similar tactic, except they have to use ships to actually decoy, not just open jump points. personally i think this is a good idea to stop people JP bombing then cmoing out another JP, if it messes with other peoples tactics a little then so be it, just means you need the decoy ships is all.
vitalis6969 said:It doesn't matter to us regarding the actual mechanics of a JPB, i.e. the power being in realspace and not in hyperspace. Its a rule to prevent a dickmove from being used by a$$hat gamers.
For all intents and purposes we could substitute the energy effecting hyperspace with Slappy the Clown and a big hammer.
-V
darknight said:can i ask something silly,
if a ship is in hyperspace, could it really see through to realspace with sensors? i think maybe not, in which case surely you couldnt place a jump point anywhere you want( in the middle of enemy ships) just in a sector thay=t would have to be slightly randomized