Ideas to discuss…
What issues we trying to solve with jump blocking?
1) Too easy to avoid PVP once you engaged. Loosing fight? No problem, just jump out.
2) Too safe traveling.
Jump inhibitor BLOCK
*) VERY big block (5×5×5 or even bigger)
*) Block jumping only if online
*) 5km block radius
*) Jump block only for specific time (1min? 5min? To be decided)
*) Recharge timer x2 of blocking time
*) MK variant block jump only for grids that have ADV blocks. (this option might be problematic to implement)
*) ADV variant block jump for grigs that have MK and ADV blocks. (this option might be problematic to implement)
*) No blocking for vanilla grids.
In this case blocking will be an option only if you go to PVP zone like signals. Regular gameflow will stay regular.
Jump scanner BLOCK
*) Block that give you GPS coords of other player jump-to point, if you are in range of 10km from other player jump-out position. Means that when other player activate jump in range of 5km from scanner, you get GPS where this player land after jump is execute.
This block will give players a choice:
*) Fast jump right from NPC or Trade station BUT good chance to be scanned for jump landing GPS.
*) OR move away from stations and only then jump with drastically decreasing of chance to be scanned.