add new module - Anti FSD Interdictor

Hello.

I want to offer a new module Anti Frame Shift Drive Interdictor (AFSDI). You can come up with many variations of its characteristics, for example, here is one example.

We have FSDI different classes from 1 to 8
We have AFSDI different classes from 1 to 8
If an FSDI of class 3 is installed on the ship, then it will never be able to intercept the ship from the class 4 AFSDI ship, since it will not have enough power for it.

Accordingly, class 8 FSDI and class 8 AFSDI will be equal in strength and the one who wins will decide in the fight as it is now.

Thank.
 
Greetings.

Players whose entertainment in the game is to kill other players in Open mode won't like it. Some may rant it is another exploit per the legal menu logout with the 15 second delay. Players not into combat but want to meet others in Open mode might like it but eventually complain having to use their largest optional internal slot to protect themselves.

So, if a class 4 interdictor on a combat ship targets a class 3 anti-interdictor on a trading ship is it totally useless? Some degree of protection would be required. How about NPCs versus live players? Any difference? The Devs would have a lot to consider dealing with this computer math in C++.

Meanwhile there is already a solution. When a player knows that they are about to be interdicted (Are you ALWAYS paying attention to your surroundings?) drop the throttle to zero and wait! Once interdicted add just a little throttle so as not to submit then win the interdiction game EVERY time whether in a Dolpin or a Cutter. It is the high entry speed and trying to get away that loses the mini-game. Darn these Devs are sneaky! :)

Note my observations are with NPCs and not live players in Open mode. I welcome any responses who have tried these tactics with live players. Maybe I'll test it later with my engineered Dolphin versus my 60 million rebuy Cuttter.

Meanwhile the OP was "thinking out of the box". One can throw an idea at the Forum "wall" and see if it sticks. If not other ideas are generated often improving the game in other directions. The Devs are listening. Well done OP. It is a good thread.

Regards
 
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Maybe have it work more like chaff, and be a "FSD decoy" launcher. Still would retain an RNG aspect to it, so the higher level AFSDI would have a better chance at dropping an interdiction from a lower rated FSDI, while a high level engineered FSDI would be all but immune. Think kind of the way the mass lock works. The player using the countermeasure would still need to trigger a consumable, but it would add another level to the evasion minigame. Would make it easy to brush a small time pirate off, but if the bogey sticks with you, you know you're in a furball.
 
I think the anti module is a bit much, but I DO think heatsinks should work in super cruise just as they do in regular space - your enemy can't target lock you. I'd be happy enough, while flying my T9 from the drop in point at the main star, to the station I'm hauling to, to be tailed by an interested pirate/player while I drop heatsinks all the way so they cannot (edit: cannot? Well, the window of opportunity to get a target lock is reduced, but of course heatsink ammo is limited, so it could encourage some fun chase scenarios across multiple systems) get a target lock on to me to interdict.
 
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Hello.

I want to offer a new module Anti Frame Shift Drive Interdictor (AFSDI). You can come up with many variations of its characteristics, for example, here is one example.

We have FSDI different classes from 1 to 8
We have AFSDI different classes from 1 to 8
If an FSDI of class 3 is installed on the ship, then it will never be able to intercept the ship from the class 4 AFSDI ship, since it will not have enough power for it.

Accordingly, class 8 FSDI and class 8 AFSDI will be equal in strength and the one who wins will decide in the fight as it is now.

Thank.


No.
 
There are many ways to survive player interdiction, one of them is to win it the others are related to proper outfitting. This will create a situation where only big ships will be able to interdict everyone. Furthermore the heatsinks are not powerful enough to lower the energy thats generated in the FSD bubble. I don't think it should be either. Maybe there could be a module that lowers the signature but nerfs something else instead, like boot time, maneuverability and so on.
 
There are many ways to survive player interdiction, one of them is to win it the others are related to proper outfitting. This will create a situation where only big ships will be able to interdict everyone. Furthermore the heatsinks are not powerful enough to lower the energy thats generated in the FSD bubble. I don't think it should be either. Maybe there could be a module that lowers the signature but nerfs something else instead, like boot time, maneuverability and so on.
Heat sinks dont affect the FSD at all. You use them after an interdiction to get temporary silent running
 
I concurr with the standard answer.

Git the Gud.

Theres enough bloody crutch modules for cack pilots.
We don't need anymore. People just need to put more effort into learning game mechanics.

Remember kiddos. When it comes to interdictions and attempted murder, the situation is skewed massively in the defenders favour as it is.
 
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Why is it easier for a ship with a smaller mass to pull a ship with a large mass out of the SuperCruise ?
Is it easier for a car to push a truck out of the way?
 
Why is it easier for a ship with a smaller mass to pull a ship with a large mass out of the SuperCruise ?
Is it easier for a car to push a truck out of the way?

Because of pitch rate.

A large ship has more mass to move, hence takes longer to perform manuvers.

How have you not clocked this when flying different ships.

Also, so what? Interdictions are about the only place small ships get an edge unless you've spent hundred of hours in them. Everything else is tilted towards big ships, why do you need another crutch?
 
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Because of pitch rate.

A large ship has more mass to move, hence takes longer to perform manuvers.

How have you not clocked this when flying different ships.

Also, so what? Interdictions are about the only place small ships get an edge unless you've spent hundred of hours in them. Everything else is tilted towards big ships, why do you need another crutch?

Small ships are more maneuverable, they can land on any posts, the price for these ships and fines is much less than for big ones, and they can also jump further than big ones!
And all because they are small and have a smaller mass.

And I don’t understand how they have so much power in them that they can pull out a big ship from a super cruise.
 
Small ships are more maneuverable, they can land on any posts, the price for these ships and fines is much less than for big ones, and they can also jump further than big ones!
And all because they are small and have a smaller mass.

And I don’t understand how they have so much power in them that they can pull out a big ship from a super cruise.

well its a gravitational tether or something that messes up your fsd, in such cases ship size doesn't matter i guess
 
No, OP, git gud. You can't just buy your freedom. There's plenty of ways to avoid being interdicted and killed, up to and including not going to the system in question.
 
Small ships are more maneuverable, they can land on any posts, the price for these ships and fines is much less than for big ones, and they can also jump further than big ones!
And all because they are small and have a smaller mass.

And I don’t understand how they have so much power in them that they can pull out a big ship from a super cruise.

Yes. But thats largley irrelevant when you can only make use of 8t cargo, or only jump 20ly when skinnied down. (DBS being the major exception here)

As I've said. Small ships only get an edge if you've spent a long time in them. By all means try your luck with them, I assure you those advantages you are stating will be nothing but a problem for you until you have suitable experience.

You're looking for a way to not have to deal with PvP. Fair enough. But don't try to dress it up as anything other than what it is.

Do the sensible thing and stay in PG/Solo until you are comfortable enough with the game mechanics to know what to do in interdictions, or even how to avoid them in the first place.


I'm gonna cut you a bit of slack here because you seem quite new. But take my advice. Theres no shame in having to use the NPC's for practice for when you are put in a bad spot with a ship who can actually kill you. I've played quite a long while now, and I still see the value of using the PvE side of the game, to improve my own game in PvP.

It's not a quick path, it's going to take some time, but if you want to stay in open and continue, might I also advise you try a cheaper ship. That way you will have less trouble from losing interdictions and or learn a vast amount abou the flight model. Jumping straight to the big ships are absolutely the easy way to play, but by doing that, you are indeed depriving yourself of vital knowledge.

Theres a lot to be learned about such things as interdictions when in a boat that can actually do them. Cutters and Conda's seldom win interdictions anyway against smaller, more nimble vessels, no matter how good the pilot. As I said before. Pitch is the thing that dictates how effective you are in interdictions. Decent yaw speed can help aswell. big ships have neither of those things, however they do have the ability to be more or less exempt from masslock, unless there is another big boi in play. Not to mention they can easily soak up the firepower to jump again straight after, even with the long cooldown. (Engineering is always advisable).

GL HF o7
 
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