I kinda figured the ejection process would be like going to your SRV- The pilot seat kinda slides back to the pod and launches. The two are linked so hacking the launcher would pull the seat into the pod without the pilot's input. So no empty pods.Ejection hacker module is a module that I just simply not thought. But it's your next good idea both for NPC and players. But we need some good conditions to prevent use this module too easy or in not logic way. For example, this module should be similar to "egg" in eve online. But in elite playes sit in cabin, that means he must go to the module first, that means also if you hack module you eject empty module. Next question. What the ejection module should work? It should be something like emergency boat. That means module should can enter supercriuse at least 1 time and travel in supercriuse at least few seconds .. 1 minute ( fuel ) and have emergency transmiter. As you can see for this example ejection hacker module could work in 3 diferent ways if escape pods hacked.
1. Prewent jump in supercruise. ( best you can interdict escape pod )
2. Tracking in supercruise. ( you can interdict it faster until he reach safe destination )
3. Eject empty escape pod. ( open dialog option with pilot )
I wasn't 100% on how the ejector would be utilized to not be completely cheap (especially for PCs, another reason I ditched it). The original main purpose was to disable to thrusters first, fly very close and hack into the system to ditch the pilot so the ship would be ripe to strip of parts or tow to sell (using other illegal modules). Kidnapping was another option.
I'm not super keen on allowing kidnapping of Players, it'd make the experience more tedious for the one being kidnapped and would be pretty devoid of gameplay. At least getting your ship destroyed takes you right back to a station. If it is put in, I think it should be limited to NPCs.
1) Have a charge up time for the pods, hitting them can disable the FSD. (Have to be very careful not to blow up pod) Players have pods that jump immediately.
2) Eh, I'd say it's best if you just have the single window until it enters supercruise. Set to enter supercruise and then hyper jump right away. Or its supercruise signature is too small to detect. This way you need to put in the effort to get it before it escapes. (Allows in game reason Players' pods aren't capturable, FSD activation upon launch.)
3) But how would player end up on the station if their ship is destroyed after launching escape pod?
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