10-23-2017, 11:42 PM
Step i: Recognize a Jump in progress.
A Jump Ship at rest.
A Jump Ship preparing to execute a Jump. Note the white light. Furthermore, as you can see, if you are within a 15k radius, you will be alerted if the ship initiates the charging process.
Step ii: Get clear or stop the Jump entirely.
The single most effective way of stopping a Jump is to fire a Cruise Disruptor of any type at the offending Jump ship. However, just thrusting/cruising clear works just as well. If you want to stop the Jump, CD it. If you're a bystander, get clear.
NB: with the new rules considering nonconsensual Jumping as a hostile act, players wishing to single out other ships to kidnap have to:
a) Drop 2 lines whilst uncloaked
b) Have clearance in their ID lines to attack the ship
If either of those two conditions are not met, the player in question is breaking the rules and should be informed as such.
A Jump Ship at rest.
A Jump Ship preparing to execute a Jump. Note the white light. Furthermore, as you can see, if you are within a 15k radius, you will be alerted if the ship initiates the charging process.
Step ii: Get clear or stop the Jump entirely.
The single most effective way of stopping a Jump is to fire a Cruise Disruptor of any type at the offending Jump ship. However, just thrusting/cruising clear works just as well. If you want to stop the Jump, CD it. If you're a bystander, get clear.
NB: with the new rules considering nonconsensual Jumping as a hostile act, players wishing to single out other ships to kidnap have to:
a) Drop 2 lines whilst uncloaked
b) Have clearance in their ID lines to attack the ship
If either of those two conditions are not met, the player in question is breaking the rules and should be informed as such.