Comprehensive and meaningful Mass Lock Factors

We could use some adjustments here, if it makes sense. Right now, as far as I know, the amount of ships in your MLF vicinity has no effect. The only MLF applied to you is that of the largest ship, and if your own MLF is larger there is no effect. Some examples:

FDL and courier attack an adder. The adder is applied with a MLF of 12 (from the FDL)

Courier (MLF 7) and adder (MLF 7) attack an FDL. The FDL is applied no effect and jumps out fast.

It makes a ton of sense that the combined Mass Lock Factor of the 2 smaller ships is 14 assuming they're in the MLF vicinity. The FDL would feel the effect. This should be a thing.

We could even get crazy and talk about ships weighed down by HRP and heavier hulls having more of an effect, and super lightweight builds having less. It only makes mathematical sense.

Thoughts, people?
 
I honestly don't particularly enjoy how MLF works in-game.

Indeed, I'll agree the amount of ships close to you should have an additive property.

However it is also my belief that :

1. (just like mass does in the real world) a ship's MLF should decrease sharply the furthest we are from it.

2. Ship MLF should be "somewhat" proportional to ship mass (Comon, Belugas, being the heaviest ship, have a MLF equal to a Python's, really? Are FD really that hell-bent on nerfing the poor cetacean downright to hell?).

3. All ships' MLF should proportionally apply to ships in range regardless of the MLF difference. Instead of ignoring an Eagle's 60-70 tons, an Anaconda's jump charge time should suffer slightly, and potentially lose multiple seconds when close to multiple ships. Even a Cutter shouldn't be able to wake out of the middle of a crowded CZ without having to struggle a bit... I know I can right now, and it's rather... non-threatening, for lack of a better word.

This would add a choice mechanic in which pirates have to weight in wether they want to risk being turreted down by larger ships so they get more time before they jump, or keep it safe

4. MLF could be relative to the ship's total mass, meaning those with heavy modules, althought much slower, would be able to wake more easily.

5. The addition of gravity well projectors (no reference to Star Wars here...), althought not necessarily lore-friendly from the get-go (but... Thargoid tech could probably see to that...), would add a really nice zest of flavor to the interdiction dynamic. When active, the module would slow all nearby ships' waking timer, even that of the user.
 
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