Cargo scanner scrambler

I was thinking it would be nice to be able to buy a module that makes it impossible to be cargo scanned by stations or other ships.

The advantage would be you wouldn't have to boost into stations smuggling illegal goods, or be scanned by pirates (maybe that treacherous advantage).

The setback would be it uses a module slot and could be expensive.

What do you guys think?
 
What, make things easier? Remove the skill from it?

Fine, ok, but I think that upgrade should cost ten times the cost of a python and take up 4 class 6 slots ;)

No, not for me thanks.
 
Actually it should just make the scanning take longer based on the grade of the jammer. So it will give you a few seconds longer to enter a station but you still need to hurry as it would still scan you.
 
What, make things easier? Remove the skill from it?

Fine, ok, but I think that upgrade should cost ten times the cost of a python and take up 4 class 6 slots ;)

No, not for me thanks.

Hm, well you could always play without it and save a module slot.

I just find rushing into a station with full speed or boosting out of it a dumb mechanic. (Not for the player who does it, but for the others that are leaving at the same time. ;) )
 
Agree with the OP as it opens up another career path

However it needs balance - lose a slot and can still be scanned in time
 
I think now the Chaff Launcher might work for that. Originally it was meant to be used only against gimballed weapons, but me and a couple of other players ran a few tests yesterday and it does disrupt both the K-Warrant and Cargo Scanners, so it might work against NPCs as well, now.
 
I think now the Chaff Launcher might work for that. Originally it was meant to be used only against gimballed weapons, but me and a couple of other players ran a few tests yesterday and it does disrupt both the K-Warrant and Cargo Scanners, so it might work against NPCs as well, now.

there already is.
chaff launcher, also affects KW scanner.


Oooh, that's really nice, didn't know about that one.
Do you trigger it before the scan starts?
 
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I thought chaff doesn't work against those npc scans anymore since some beta.

At least a recent quote (few days ago when I read) from Mike I think, said that it indeed does work only against gimballs.
 
While I like the idea of a module as picking up any cargo is a big reputational risk without outposts / anarchies nearby, it would have to be severely limited. Say, E module is 1t of very hard to detect cargo, A module 4t, 1 module limit per ship. Then normal traders could have a "hidden compartment" at the expense of more traditional cargo space. Needs careful balance, and given the risks involved I feel traditional smuggling (silent running or boost running the slot) should be much more profitable.
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Additional edit - Would like to know if chaff works too, didn't when I tested it before but may have changed. If it does, then it's all pretty much academic as smuggling = landing as normal, just spam chaff if scanned.
 
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Problem is with the cargo scan from patrols near station. In the post about smuggling by Rearden (I think), he says that chaff wasn't reliable and that AI might be "cheat" scanning.

thread link: https://forums.frontier.co.uk/showthread.php?t=81550&highlight=rearden

On topic: I don't agree with this. There should be some hidden cargo racks (at least as from DDF) or some active jammer you would either need to "fire" or passive one that would just increase the lenght of scan. Even an indicator of the scan and escape vector would help (could be a module too).
 
Actually it should just make the scanning take longer based on the grade of the jammer. So it will give you a few seconds longer to enter a station but you still need to hurry as it would still scan you.

I like this idea.

OR maybe you buy a different kind of cargo hold altogether, an expensive dampened one, and it takes longer to scan through and maybe is 20% smaller or so than a normal hold of that size due to thicker plating.

Being able to configure a ship like a proper smuggler would be way cooler than just trying to be sneaky in a standard freighter.
 
I'd like to see "smuggler holds" in the game. They can only hold half as much cargo as the regular cargo holds, but Doubles or triples scan times.
 
The other thing we would need if we had smuggler holds would be the ability to decide what hold each t of cargo goes in, so we could have smuggler holds alongside normal main cargo holds.
 
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