a "pirates little helper" weapon idea

I asked myself if it would be possible to have some kind of "mass-emission torpedo". At least i call it so.

How it would work and what would it do:

Lets say you are a nice pirate in a cobra (MLF 8) and see a trader called hutton-bob in a type 9 (MLF 16). currently it can be a bit hard to pirate him because you cant mass lock him and he would be able to jump away right after he submitted to your interdiction.

And here the mass torpedo enters the stage, if if hit the target, it would emit a fake mass signature and slows down the FS-drive

the torpedo:

  • does not work against enemies, who have their shields up, it need to hit the hull of a ship to activate otherwise it would be destroyed by the shields but keeps working if shields activate after the torpedo hits and activated.
  • would be a fixed dumbfire weapon (no lock-on, no target-seeking after fired, no gimball or turret version)
  • it would come in small/medium/large ... sizes

  • the effectiveness (MLF) would depend on the weapon size (f.e. small would emit a MLF 5 signature, medium a MLF 10 ...). firing more than one torpedo at a target would be possible.
  • it would stack with your ship MLF, so cobra + 1 small mass torpedo would have a MLF 13 in this example (cobra +2 torpedos = MLF 18)
  • after a successfull hit it would activate and stay active for some time (maybe one minute? could be also size dependent)
  • does no damage to hull
  • could be destroyed by point defence (maybe it would be able to take some hits before beeing destroyed?)

pros of the weapon:
  • smaller ships would be able to pirate bigger ones
  • the submit and jump away tactic would be countered, at least to some point

cons of the weapon:
  • it requires one weapon pod and does no damage
  • has to hit the target to activate
  • only effective if shields of the target are down (to hit and activate, afterwards shields dont affect the torpedo until it deactivates)
  • bigger ships would need more than one torpedo be be mass locked if the pirate uses a small ship
  • works only for X seconds before it deactivates and the traget ship will be able to jump away
  • could be an illegal weapon, so the user should have to avoid the cops.
  • the ammunition could be expensive
 
masslock doesn't hinder highwaking (jumping to another system), so effect of your weapon would be 15 sec (?) of time.

___

i do like other details of your suggestion, lile "illegality". afaik hatch limpet controllers work like this already.
 
masslock doesn't hinder highwaking (jumping to another system), so effect of your weapon would be 15 sec (?) of time.

___

i do like other details of your suggestion, lile "illegality". afaik hatch limpet controllers work like this already.

Do you have a link that says that is an intended mechanic?

Asking for a friend...
 
Do you have a link that says that is an intended mechanic?

Asking for a friend...

define "intended mechanic". this mechanic is unchanged since ever. many have complained about it, because it makes pvp basically optional. maybe that is intended. for lore reasons: supercruise and hyperjump are two different functions of the fsd.
 
define "intended mechanic". this mechanic is unchanged since ever. many have complained about it, because it makes pvp basically optional. maybe that is intended. for lore reasons: supercruise and hyperjump are two different functions of the fsd.

Well, that is more than good enough for me, but my "friend" is a little more insistent. Is there anything that says that it was an intended mechanic?

My "friend" claims it is an exploit and calls people that use it "exploiters" so I was wondering if I could calm him down a bit.
 
Well, that is more than good enough for me, but my "friend" is a little more insistent. Is there anything that says that it was an intended mechanic?

My "friend" claims it is an exploit and calls people that use it "exploiters" so I was wondering if I could calm him down a bit.
Well if consistent with lore is working as intended then your friend is wrong. I'd suggest reading the novels. Start with Elite Legacy by our very own Michael Brookes.
 

Majinvash

Banned
Well if consistent with lore is working as intended then your friend is wrong. I'd suggest reading the novels. Start with Elite Legacy by our very own Michael Brookes.

Old Lore you would be referring to Witch Space. In Elite Dangerous we are talking about Hyperspace.

In Old Lore; Missiles were a deadly weapon, In Elite Dangerous they are a joke.

So if you wish to play old vs new Lore and not game breaking exploits. Fill your boots.

The Old Lore didn't have combat logging but its in Elite Dangerous.

Yet another thread about trying to create something to fix something that is clearly broken.

Majinvash
The Voice Of Open
 
i would suggest asking in one of the answers from the devs-events, or reddit Q&A, whether that mechanic is intended as a possibility to leave a fight at any point (after fsd-cooldown). wiki's definition of an exploit: "an exploit is the use of a bug or glitches, game system, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game's designers."

it is at least working as it was described early on: design discussion forum 2013: "The hyperdrive cannot be initiated when the ship is too close to a celestial body or large man-made structure." https://forums.frontier.co.uk/showthread.php?t=5443&p=93106&viewfull=1#post93106

the difference between frameshift drive (for supercruise) and hyperdrive (for hyperjumps) is in the game (as you can see with imperial fighter npc, which can supercruise but can't jump), as is the DDA mechanic, that you can tear ships from supercruise, but not from hyperspace. DCello gave it some scientific thoughts here: https://forums.frontier.co.uk/showthread.php?t=106861

a lot of other great stuff from the DDA (like moduls prolonging a frameshiftdrive charge....) is not ingame.
 
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