Cloaking Device / FSD Jammer

I think it's high time we had a cloaking device module for stealth to be able to avoid interdiction for a short period of time, or an FSD Jammer module to prevent FSD interdiction, this would be expensive and cause extra heat so it could not be used to avoid interdiction continiously.
It would be very useful if you had hundreds of millions in exploration data to sell and then get destroyed just before you reach your destination.
Weapons could not be deployed when in stealth mode if using a cloaking device (sound familiar) of course the idea is from Star Trek but its works well there.
 
Here a trick I did when I was mining Void Opal on my Lightly Arm (Two Mulicannons) Mining Python. The nearest Station Had Another Combat Python. So when I wanted to sell my Goods I would store my mining Python for the combat one. You could also do this.
 
I get interdicted plenty of times by pirates when I am carrying valuable cargo in Solo play, so what iz U on about ?
I keep valuable cargo just to be attacked :p. Listen. If you learn how to beat interdiction you are ok. Or summit and pick the nearest system and high wake.
 
I get interdicted plenty of times by pirates when I am carrying valuable cargo in Solo play, so what iz U on about ?
They can try and interdict you, but you should always win against NPCs. And if you're worried about:

hundreds of millions in exploration data to sell and then get destroyed just before you reach your destination
then you don't even have to fight the interdiction - just drop and give them what they want. No NPC opens fire unless you've been running missions (which won't be the case if you're just back from exploration), or are non-compliant.
 
I'd go with the FSD jammer but from the other side - interdictor should mass lock high/low wake outs too.
We do really need some kind of tackling module...it's a major piece missing for both pirates and enforcers.

Specific to OP: You don't need cloaking or FSD protection. However, I do think the game lacks defensive modules like the mines (which were recently castrated even further). The issue isn't being interdicted - all but the slowest ships (Type-9 seems to be the only one I've had trouble always getting free) can fairly easily avoid interdiction with some skill. The real issue is that when you are fully interdicted, a civilian ship generally lacks meaningful ways to defend itself against anything rated higher than Competent and especially lacks defenses against an intelligent human being (skilled or not).

Fact is, there is very poor balance between combat-specific-loadouts and civilian loadouts. Civilian loadouts don't need to be able to win a fight - which is why raw hardpoint count shouldn't matter. Civilian loadouts should be able to escape or severely complicate an attack such that escape is a viable strategy when executed with skill.
  • There aren't any effective means to slow down an attack in a civilian loadout
  • There aren't any effective defensive counter-measures to reduce the damage of an attacker
  • The countermeasures we have are fairly weak in effectiveness or too difficult/poorly built to deploy effectively in a reasonable way
 
I think it's high time we had a cloaking device module for stealth to be able to avoid interdiction for a short period of time, or an FSD Jammer module to prevent FSD interdiction, this would be expensive and cause extra heat so it could not be used to avoid interdiction continiously.
It would be very useful if you had hundreds of millions in exploration data to sell and then get destroyed just before you reach your destination.
Weapons could not be deployed when in stealth mode if using a cloaking device (sound familiar) of course the idea is from Star Trek but its works well there.
I kind of see where you are coming from but I disagree it is either appropriate or necessary. Interdictions in themselves are not instant win things normally, and we already have a stealth option in the form of silent running.
 
I'm all for smuggling tools being introduced. Silent running in supercruise, with a resulting reduction in speed, would be my preference.
 
No new mechanics are needed imho. Just tweaks to existing ones.
1. Make shield count. Kinematic weapons should be useless against shields with exception of rail guns - a pay off for generating heat and skill needed to actual hit something with them ;) It will force pirates or gankers to make more universal builds and will put an end to "monoweapons" builds like frag mamba for example or will force to operate in a wing with more specialised roles. If trader or explorer chooses to get rid of shields for more cargo or jump range, well, their risk.
2. Increase ECM max range to, for example, 5 kms. But even now ECM+Point Defences is very good combo.
3. Remove "bleeding" effects. As long as shield is holding no damage to hull or modules should be possible (except damage from over heating)
4. Maybe new effects on mines like ECM mines messing with ship's and projectiles (missiles, torpedos) sensors in 3 km radius?

So, a cargo ship, like T9, when fitted with shield, point defences, chaffs, ECM and mines should be defendeble in hands of skilled pilot even against a wing of gankers for time long ennough to high wake. Still a skilled ganker fitted with rail+plasma meta should be able to do quite a damage.
 
Fact is, there is very poor balance between combat-specific-loadouts and civilian loadouts. Civilian loadouts don't need to be able to win a fight - which is why raw hardpoint count shouldn't matter. Civilian loadouts should be able to escape or severely complicate an attack such that escape is a viable strategy when executed with skill.
If civilian ships can escape with skill (even with engineering) then combat ones can escape even more easily, you'll rarely get conclusive combat.

The solution I'd like to see is to be able to hire (decent) NPC escorts. Yeah, that'll cost you but money's not exactly hard to come by so I'm all for some more meaningful running costs, particularly ones that you don't have to spend on but don't have much cause for complaint if it goes pear-shaped on you.

Also perhaps a bit less information should be available on other ships in supercruise, so you can't be sure exactly what you're interdicting.
 
You can cloak the ship with heat management, problem is, npcs don't really take it under account I think. It sure is effective with player ships, and very realistic.
 
You can cloak the ship with heat management, problem is, npcs don't really take it under account I think. It sure is effective with player ships, and very realistic.
All cloaking attempts like heat sinks, silent running, "cold builds" and black/graphite skins for ships are obsolete since introducing "night vision".
 
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