There is no problem to fix.
Having multiple options is perfectly fine. That’s why point, scram, AND bubbles exist, not just ONE way of disabling warp. And I’m positively sure that the modules’ feelings won’t be hurt. And their station in life hasn’t been affected, my bottom line tells me so. Points might as well be ammo.
Bumping and warping interact well together, likely as intended.
CCP has already stated that the “bump-tackle” tactic is acceptable.
You risk damaging code of one of the core mechanics of EvE that makes the game playable and touches all professions in EvE for no reason.
It’s not about the mechanics of your proposal. Though, if you just wanted to accomplish the effect your changes are appear to be trying to achieve, then just having a base time to warp would be more effective. No need for vectors and speed.
No, the point is that there is no change needed at all. The requested change is superfluous, a waste of resources, and potentially damaging to the base warp mechanics.
You have yet to show a rational reason why your changes are even needed.
I’ve heard redundancy and equity from you, and both make no sense.
Redundancy in a game with 30 different variations of the same module?
But, if they’re all variations - and therefore all do something slightly different - then they aren’t redundant, they just fill a different niche.
On equity… of inanimate “objects”. What does fairness and impartiality have to do with this? As stated above, the modules that can stop any attempt at warp-off are not in any way threatened by the existence of a tactic that can possibly reset a warp-off. One is a niche tactic, the other is a set of items that always work unless someone deploys a hard counter. Many players will use BOTH. Good pilots use the right tool at the right time.
So no, I’m still not understanding why you would risk damaging the whole game for a change that would only benefit only a tiny few, who already have counter tactics against “bump-tackles”.
–Gadget, still not sold