Has anyone ever tried to make warp interdictors? i.e. a device that prevents you from making a hyperspace jump.
In the sence that, if a particular enemy ship is close to you, you can't warp until you get away from it or kill it.
The other use would be to create gravity wells around planets in a system no mater where they appear. That is, the no-jump zone is not just centered in the system.
I haven't yet figured out the former, but the latter is doable.
It's a bit clunky, but by using a self-destruction spob you can get it to grant you a jump zone modifier that increases the radius of the jump zone to something huge. By tweaking the range of how close you must be before the planet fires, you can change the range of when the no-jump mod will be given to you.
Making it so you can jump again when you move away from the planet is a bit trickier, but when the spob dies it also starts a misn that calls a self-destructing dude. When the dude dies it will resurect the spob and start another self-destructing dude that removes the jump zone mod. If the player is still close to the spob when it resurects, it will fire again and also abort the second dude, preventing the jump mod from leaving your ship.
Basicly, it will prevent you from jumping as soon as you get close to the planet, but the timeing is such that it takes a couple seconds for you to be able to jump again as you move away from the planet.
As far as getting an enemy ship to appear to be preventing you from warping....
I'm not sure, I'm thinking maybe you can get a special invisible mission ship that hates you. It is very fast so it will basicaly cling to you. Now the Interdictor ships could hate the special ship, so they chase it and shoot it when they get in range, but it looks like they are chasing you. When the special ship dies it could give you the no-jump mod and re-start the spacial ship misn and also start a self-destructing dude to act as a timer. The dude will remove the no-jump mod in a couple secs when it dies. But also have the special ship abort this misn when it dies.
So, if the Interdictor ship gets close enough to kill the invisible special ship, you won't be able to jump. The special ship will re-appear and keep getting killed if you stay close to the interdictor ship. If you move away or kill the interdictor, the special ship won't die, and the self-destructing dude timer will get to complete, and you can jump again.
I'm not sure this will work in practice though. If you fire on the Interdictor it will stop targeting the special ship. Maybe if I gave it a weapon with a blast radius so it could still hit the special ship.
Maybe the special ship need to be a planet-type ship, so regular weapons don't hurt it.
Then I'd need to give the Interdictor 2 weapons. A regular weap that subs into a planet-type weapon so it can hit the special ship when it fires at you. And a planet type weap that it can fire directly at the special ship.
Someone tell me if this has been done before, or if there is a totaly easier way to do this. In the mean time I'm gonna tinker with it.