Posted by: Ghostly
« on: Yesterday at 06:38:34 AM »...And just like that, naval combat was fixed forever. 
Not even kidding, this is huge. Will these changes affect the AI's general eagerness to attempt a JP assault? I.e. no such thing as vast Swarms refusing to follow a slow, unarmed, commercial-engined survey ship through a jump point anymore?
This might be a minor nitpick, but could the entire fleet minus the jump squadron perform a standard jump, followed by the jump ship's squadron jump 5 seconds later? This would largely accomplish the same result, but also put a squadron's worth of combat-ready ships in the player's face while otherwise the entire NPR fleet will be defenseless until the long standard jump shock expires. Ditto for the many jumpships - unstable JP scenario, most squadrons can jump together with the standard transit group while the last squadron will follow 5 seconds later after enabling the transit, resulting in an extra combat-ready squadron on the field.
Also, have you considered taking a look at the Fire at Will command during JP assaults? Because I'm pretty sure there's still some unfair player advantage to be had.

Not even kidding, this is huge. Will these changes affect the AI's general eagerness to attempt a JP assault? I.e. no such thing as vast Swarms refusing to follow a slow, unarmed, commercial-engined survey ship through a jump point anymore?
Quote from: Steve Walmsley
If there is only one jump ship and the jump point is not stable, the fleet will use a standard transit.
This might be a minor nitpick, but could the entire fleet minus the jump squadron perform a standard jump, followed by the jump ship's squadron jump 5 seconds later? This would largely accomplish the same result, but also put a squadron's worth of combat-ready ships in the player's face while otherwise the entire NPR fleet will be defenseless until the long standard jump shock expires. Ditto for the many jumpships - unstable JP scenario, most squadrons can jump together with the standard transit group while the last squadron will follow 5 seconds later after enabling the transit, resulting in an extra combat-ready squadron on the field.
Also, have you considered taking a look at the Fire at Will command during JP assaults? Because I'm pretty sure there's still some unfair player advantage to be had.