Originally by: Voculus
I'm usually not in favor of adding timers, because there are already way too many stupid ones in game, but this idea has merit, I think. Actually, it shortens the "go to warp" time, so I like it.
It makes sense that larger ships with much more powerful warp drives would take more brute force to shut down.
On the other hand, look at it the other way.
Bigger ship with more power -> easier to start a chain reaction.
* The whole point of scrambling is that it's best done by dedicated tacklers. That means fast ships with good lock time. That in turn means NOT ships with many (mid) slots.
There's also this little issue with scrambling being one of the best ways of introducing people to PvP. I know, keeping the game open for the newer player base is soooo last month, but still.
Nearly any suggestion to make battleships more resistant to scrambling is a bad one. They're already much better at combat than any wee little interceptor (don't believe me? Fit half of your weapons with friggy weapons and watch them burn), so why on earth make them more capable of running away from combat.
Additionally, the old, beaten-horse, argument of cost and size and risk and investment and yada-yada etc etc. It needs to stop. Look at real life for tactics suggestions. You don't see multi billion dollar ships travel alone and expect to survive/flee from smaller crafts (and DO take note that a proper comparison CANNOT be made with real life, so don't stick your nose too deeply in this one). If the ship is expensive either take chance and know it runs a great risk of blowing up or have it escorted by ships more capable of dealing with tackler threats. Or, heaven forbid, actually do a fitting to deal with smaller ships.
* This is about where I stop commenting on you, Voculus, and start going on a more general note.
The key for balance in scramblers versus WCS is to make scrambling a high probability, anti-scrambling modules available but not redundant, and force/enable people to fit their ships to deal with threats properly rather than offer a cheap way out.
This is bloody hard to do, and might need a bit more than just limiting WCS use, but simply limiting WCS use is a very good first step (limiting, not penalizing and not removing!)
THAT said, I kind of miss the visual goody in regular warps that you get with jump drives. Would be cool if ships actually stopped when aligned, engaged warp drive, created a field, and then entered warp. The game play rammifications are a bit hard to forsee, but it would open up for some more possibilities, dangers, etc.
Also, why is there no module or ship in game that can lock on to an enemy ship and follow it through warp such as a Carrier's fighters do? Would be bloody dangerous following people in warp in systems where they have POS, but...