Forums » Suggestions
Weapon suggestions
Ineubis Jump Disruption Device.
Large slot.
Mass: 3000kg
Energy: 300
Proximity: 3000m
Ammunition: 2
All ships effected by the "mine" are incapable of in-system jumps or wormhole jumps until they are out of range. It should affect capital ships too which will be far more vulnerable. Perfect for blockades.
Corvus Interdictor (Manufacturable)
Small slot.
Mass: 600kg
Range: 750m
This is a mining beam that can target ships, it doesn't drain power but it does prevent in-system jumps and wormhole jumps. The second the beam loses lock it should the enemy ship should be able to jump again. The beam has a cool down period of 5 seconds before it can be "fired" again.
Capital Interdictor
Capital large slot
Mass: 25000kg
Range: 3000m
Another mining beam that targets ships but with an insane range that can be used to prevent capital ships from fleeing. Once the beam loses lock it should take 10 seconds for the ship to be able to jump again. The beam has 30 second cool down period before it can be "fired" again.
/me might be tired of people running.
Large slot.
Mass: 3000kg
Energy: 300
Proximity: 3000m
Ammunition: 2
All ships effected by the "mine" are incapable of in-system jumps or wormhole jumps until they are out of range. It should affect capital ships too which will be far more vulnerable. Perfect for blockades.
Corvus Interdictor (Manufacturable)
Small slot.
Mass: 600kg
Range: 750m
This is a mining beam that can target ships, it doesn't drain power but it does prevent in-system jumps and wormhole jumps. The second the beam loses lock it should the enemy ship should be able to jump again. The beam has a cool down period of 5 seconds before it can be "fired" again.
Capital Interdictor
Capital large slot
Mass: 25000kg
Range: 3000m
Another mining beam that targets ships but with an insane range that can be used to prevent capital ships from fleeing. Once the beam loses lock it should take 10 seconds for the ship to be able to jump again. The beam has 30 second cool down period before it can be "fired" again.
/me might be tired of people running.
Reluctant +1.
When someone runs away from you, you win. Getting the kill is hardly necessary to make that case.
When someone runs away from you, you win. Getting the kill is hardly necessary to make that case.
The kill is neccesary for pirates. That capitol interdictor should be a *rare* drop from npc pirates, where the other two merely need faction standing and whatever else. +1, though
+1 however the interdictors need more clarification and an entirely different design.
When someone runs away from you, you win. Getting the kill is hardly necessary to make that case.
Tell that to Sieger. Some people obsess on their KDA count, and for those people, someone running away is a point lost and/or stolen.
Tell that to Sieger. Some people obsess on their KDA count, and for those people, someone running away is a point lost and/or stolen.