Forums » Suggestions
What if you make the Interdictor a targeted mining-beam type of weapon with a range. It will require 225/s energy for the user, and a 10 second delay between firing. It will cause the target ships battery to reverse charge, draining instead of charging, which will prevent them from warping through a wormhole instantly, and perhaps prevent them from sector warping.
Thus an attacker with an FastCharge battery, charge 50/s, 250 capacity, will effectively have 175/s drain while using, and thus could use the weapon for about 1.6 seconds before running out of energy. This would delay a target from wormhole jumping for 3.2 seconds; their battery reverses for 1.6 seconds and then it charges for 1.6 seconds back to full energy.
The attacker with a heavy battery, charge 45/s, 500 capacity, will effectively have 180/s drain while using, and could use it for about 2.8 seconds. This will delay a target from wormhole jumping for 5.6 seconds.
An attacker with 4 FastCharge batteries, however, assuming the recharge rate becomes 200/s, and capacity stays at 250, (somewhat like real life batteries placed in series), would have an effective drain of 25/s, and could use the interdictor for about 10 seconds. This will delay a target at wormhole for 10 seconds plus however long it takes them to recharge, for an FC completely drained; 5 seconds. So 15 seconds total delay.
But that would require a new ship, perhaps a 4 battery centaur with only 1 L port (no S), with a turbo drain of 230/s, and other nerfings, a non-turbo top speed of 40, and perhaps a spin torque of 1 N/m.
This solution provides flexibility. The 4 battery nerfed centaur would be only good at combat for certain weird situations but not enough to unbalance much stuff. It could still be used for trade or mining.
It also requires teamwork, as the most useful interdictor, the 4 battery centaur, has no weapons. Or if you used 3 warthogs with heavy batteries, you could seriously delay a ship but you would have to be extremely coordinated.
Tweaking these numbers, especially the amount of energy required to use the weapon, and the amout of energy drain it causes in the target, are the main factors that change how long the target is delayed from warping, and that limit the use of the weapon by current 'normal' ships.
Thus an attacker with an FastCharge battery, charge 50/s, 250 capacity, will effectively have 175/s drain while using, and thus could use the weapon for about 1.6 seconds before running out of energy. This would delay a target from wormhole jumping for 3.2 seconds; their battery reverses for 1.6 seconds and then it charges for 1.6 seconds back to full energy.
The attacker with a heavy battery, charge 45/s, 500 capacity, will effectively have 180/s drain while using, and could use it for about 2.8 seconds. This will delay a target from wormhole jumping for 5.6 seconds.
An attacker with 4 FastCharge batteries, however, assuming the recharge rate becomes 200/s, and capacity stays at 250, (somewhat like real life batteries placed in series), would have an effective drain of 25/s, and could use the interdictor for about 10 seconds. This will delay a target at wormhole for 10 seconds plus however long it takes them to recharge, for an FC completely drained; 5 seconds. So 15 seconds total delay.
But that would require a new ship, perhaps a 4 battery centaur with only 1 L port (no S), with a turbo drain of 230/s, and other nerfings, a non-turbo top speed of 40, and perhaps a spin torque of 1 N/m.
This solution provides flexibility. The 4 battery nerfed centaur would be only good at combat for certain weird situations but not enough to unbalance much stuff. It could still be used for trade or mining.
It also requires teamwork, as the most useful interdictor, the 4 battery centaur, has no weapons. Or if you used 3 warthogs with heavy batteries, you could seriously delay a ship but you would have to be extremely coordinated.
Tweaking these numbers, especially the amount of energy required to use the weapon, and the amout of energy drain it causes in the target, are the main factors that change how long the target is delayed from warping, and that limit the use of the weapon by current 'normal' ships.
Ananzi, that's the craziest idea I've heard all day....
and incidentally, I still don't like it.
and incidentally, I still don't like it.
why not
I know it seems like I'm on a Cunjo-bashing tear, but I like this idea better than the "interdictor" weapon.
One ship can hold another ship at bay, removing from them the ability to warp away, by simply draining their power.
The effect can be done with existing animations and could just be "set up". However, I think that your own drain should be slightly less than the amount you drain off of your opponent. For example, you drain 75/s off of your opponent, you should drain 70/s off of yourself.
I think this would be an interesting weapon. Call it a "Laser Leech" or somethin like that.
One ship can hold another ship at bay, removing from them the ability to warp away, by simply draining their power.
The effect can be done with existing animations and could just be "set up". However, I think that your own drain should be slightly less than the amount you drain off of your opponent. For example, you drain 75/s off of your opponent, you should drain 70/s off of yourself.
I think this would be an interesting weapon. Call it a "Laser Leech" or somethin like that.
I don't know about the beam thing... kinda cliched and hard to justify. If we were to have an energy-drainign weapon, I'd rather see it be an explosive with a blast radius - like an FCG/EMP.
I don't mind having a energy-draining weapon, but I think it should be a seperate deal from the interdiction module, and should not replace it.
I don't mind having a energy-draining weapon, but I think it should be a seperate deal from the interdiction module, and should not replace it.
'energy drain' was just a simple way to prevent jumping.
i have to agree, an energy draining weapon, or EMP type device realy isn't a substitute for an interdicter moduel. they are different in a number of inportant ways.
i still think the best way to inplement a solid jump engin disabler, is to have a modual (probably an L port) that will amke the ship using it count as a "large object" for the perpus of sector to sector jumps. and the best way to keep it balanced is to give it an energy drain so that it can't operate continiously on a turboing ship, and inhibits the carier's aufencive power.
i still think the best way to inplement a solid jump engin disabler, is to have a modual (probably an L port) that will amke the ship using it count as a "large object" for the perpus of sector to sector jumps. and the best way to keep it balanced is to give it an energy drain so that it can't operate continiously on a turboing ship, and inhibits the carier's aufencive power.
Then why don't you just load a Behemoth up with Samoflange. If the warping is theoretically 'limited by mass' and any 2 bit asteroid can stop you jumping, then a megatonne behemoth ought to be the same; capital ships as well.
well the description of thge jump process is that you have to be 3km from any "large objects" such as asteroids, stations and wormeholes. now since this festure doesn't include hive queens, and the HACs i'd assume it isn't mass dependent but rather is a flag in the objects used to represent terain and ships. the result is that stationary objects prevent jumping but ships do not regardless of size and mass.
if that were changed there may not be a need for an interdicter moduel, b ut it would also change the jumping process a lot more with regards to larger ships.
if that were changed there may not be a need for an interdicter moduel, b ut it would also change the jumping process a lot more with regards to larger ships.