[Proposal] Combat limpets a missed opportunity?
During a streamers chat yesterday it occurred to me that much more could be done with limpets in game, including more limpets geared to combat; and after talking about them in that chat, they thought them a good enough idea that they could stand being posted about here in the suggestion forums.
I had proposed the introduction of several new combat limpet. The first being one that adds a small amount of drag or mass to a target ship, on its own not enough to really affect the handling of a ship except perhaps fighters, but manage to get a few on before they start to expire and they could begin to affect a ships acceleration, top speed, and turn rate.
The second was a limpet that drains a targets power distributor, again like the first, not really noticeable on its own, but having a cumulative impact when several make it to the hull of the target ship.
The third was a variation on the above, but slowing down power distributor re-gen. Another would directly affect a shields power, slowly reducing it as more sit on the targets hull to the point that it starts drawing sys power from the power distributor or affecting the shields re-gen rate.
The fourth were limpets that have a small percentage chance to cause a random system failure, shutting the system down for the duration of the limpet. Additional limpets would not increase the number of failures, only the chance to cause failure in a single random system, that system failure would also end when the first limpet expired, and another roll would take place to see if another system is shut down in its place.
The fifth was a limpet that had a cumulative affect on players sensors, either reducing the overall range or introducing a small amount of jitter to turrets and gimball’s
The sixth and an idea that was not mine came from someone in chat, sorry I forgot your name; but he suggested a limpet that would affect the FSD spool up time, so ships would take longer to jump away.
Of course by this point anyone reading this is thinking the same as the folks in that chat were, these would be overpowered. However, I suggested adjusting EMP so it would also act as a counter to limpets attached to a ships hull, and of course we also have point defence to stop them getting to the hull in the first place. Provided the impact of the limpets was tuned, I do not believe, and nor did they that they would disturb balance at all. It actually opens up new build possibilities and even the potential for one or more ships in a wing focusing on limpet warfare or anti limpet warfare builds as an adjunct to damage dealers. If you also include a boost to limpet range on trading ships, then suddenly trade ships have a potential role in combat beyond the current comedy builds.
Of course there is a caveat in that NPC's do not have all the ship systems to manage that players have to contend with. Therefore in order to make them useful against all ships, not just other players, that would have to change forcing some rebalancing and extra load on AI routines. I do feel however, that it would be a worthwhile addition, as frankly, the game could do with a few more combat options beyond the small handful of weapon types we currently have.
During a streamers chat yesterday it occurred to me that much more could be done with limpets in game, including more limpets geared to combat; and after talking about them in that chat, they thought them a good enough idea that they could stand being posted about here in the suggestion forums.
I had proposed the introduction of several new combat limpet. The first being one that adds a small amount of drag or mass to a target ship, on its own not enough to really affect the handling of a ship except perhaps fighters, but manage to get a few on before they start to expire and they could begin to affect a ships acceleration, top speed, and turn rate.
The second was a limpet that drains a targets power distributor, again like the first, not really noticeable on its own, but having a cumulative impact when several make it to the hull of the target ship.
The third was a variation on the above, but slowing down power distributor re-gen. Another would directly affect a shields power, slowly reducing it as more sit on the targets hull to the point that it starts drawing sys power from the power distributor or affecting the shields re-gen rate.
The fourth were limpets that have a small percentage chance to cause a random system failure, shutting the system down for the duration of the limpet. Additional limpets would not increase the number of failures, only the chance to cause failure in a single random system, that system failure would also end when the first limpet expired, and another roll would take place to see if another system is shut down in its place.
The fifth was a limpet that had a cumulative affect on players sensors, either reducing the overall range or introducing a small amount of jitter to turrets and gimball’s
The sixth and an idea that was not mine came from someone in chat, sorry I forgot your name; but he suggested a limpet that would affect the FSD spool up time, so ships would take longer to jump away.
Of course by this point anyone reading this is thinking the same as the folks in that chat were, these would be overpowered. However, I suggested adjusting EMP so it would also act as a counter to limpets attached to a ships hull, and of course we also have point defence to stop them getting to the hull in the first place. Provided the impact of the limpets was tuned, I do not believe, and nor did they that they would disturb balance at all. It actually opens up new build possibilities and even the potential for one or more ships in a wing focusing on limpet warfare or anti limpet warfare builds as an adjunct to damage dealers. If you also include a boost to limpet range on trading ships, then suddenly trade ships have a potential role in combat beyond the current comedy builds.
Of course there is a caveat in that NPC's do not have all the ship systems to manage that players have to contend with. Therefore in order to make them useful against all ships, not just other players, that would have to change forcing some rebalancing and extra load on AI routines. I do feel however, that it would be a worthwhile addition, as frankly, the game could do with a few more combat options beyond the small handful of weapon types we currently have.
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