Counter-Counter Measures...?

In a few other games (going to use MechWarrior Online as an example), if someone can do something, like jam radar, then someone else can unjam it.
Or use more powerful sensor module to cut through it (Beagle Active Probe).
Or use a TAG laser to highlight them, providing they keep it on target.
Loads of options, and you can rarely bring them all to battle at once. It's quite well done.

In ED, if someone fires off a chaff....
The other person gets to enjoy the fire works, or switch to untargetted mode.
No additional modules available to reduce the effect of it.

You probably see where I'm going here. :D

So, for the hell of it, let's think up some balanced Counter-Counter Measures (CCM).
Go wild, but try and balance it!

I'll go first.

Passive Tracking Booster
The Passive Tracking Booster uses various sensors to allow it to counteract some of the effects of a chaff.
Uses utility slots, and is stackable, but with diminishing returns.
Passive effect.

Active Tracking Booster
The Active Tracking Booster works in a similar way to its passive counterpart, but is an internal slot, and not stackable (1 per ship) and requires manual activation. 30 second cooldown.
Higher class and rating can almost completely negate the effect of chaffs, but use huge amounts of power, and make your ship much easier to detect, and lock on too.

Return To Sender- ECM
Not technically a CCM, but a modified ECM module, that allows you disrupt missiles that are targeting you, and use the initial ECM burst to allow a hacking utility to trick it in to targeting the ship it came from. Doesn't work at all on dumbfires.
Has a very short range in which the hacking will work, otherwise just works as a normal ECM. A utility, used more power than standard ECM.
Manual activation.
Risky to use, but with hilarious results.
(Hey, this could be a more useful PowerPlay module?)

ECCM
The ECCM allows you to target individual missiles belonging to you that have been hit with an ECM, and reprogram them back on target.
Internal slot, class and rating effect distance, and cooldown between uses.
Manual activation. No effect on missiles launched from other ships, unless in your wing.

Scanner Scrambler
The Scanner Scrambler allows you to disrupt all scans on your ship. Does not stack.
Manual activation on scan required.
Utility.
Security will fine you for using one. Pirates will open fire to discourage using it.

Signal Booster
Speeds up all scans, or cuts through Scanner Scrambler interference. Does not stack. Uses lots of power.
Passive utility.

Detailed Ship Scanner
Not really a CCM at all, but allows you to see detailed specifications on your target and modules, including Engineer effects and stats. Active Utility.
(Great for organising fair PvP battles or races)

Mass Lock Module
This extremely heavy, and power hungry internal module allows you to increase your MLF by a certain amount for a limited time.
Higher class and rating have more of an effect, but it gets harder to increase your MLF beyond a certain limit.
Manual activation. 60 second cooldown. 1 per ship. 60 second boot up time if powered down.
Pretty handy for either mass locking your target, or preventing someone mass locking you while you escape.

What do you think of those?
Anyone think of any more?

CMDR Cosmic Spacehead
 
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I like the idea of skill-based anti missile defense options!

I don't like the idea of mitigating chaff through a skill-less module if you choose to run gimbals. Maybe some kind of feedback mechanism, where landing a few shots in fixed mode locks back on? Something like that might be cool!

Maybe:

Tracker Calibration Rounds: Reduce the duration of target-loss for each fixed-aim round that hits a chaffing target.
 
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I like the idea of skill-based anti missile defense options!

I don't like the idea of mitigating chaff through a skill-less module if you choose to run gimbals. Maybe some kind of feedback mechanism, where landing a few shots in fixed mode locks back on? Something like that might be cool!

Maybe:

Tracker Calibration Rounds: Reduce the duration of target-loss for each fixed-aim round that hits a chaffing target.

That's way cooler.
Or hell, copy MechWarrior Online, and have a tag laser utility, that you need to keep on target (fixed) in order to restore gimballed lock.
 
Frame Shift Drive Special Effect: Feedback Pulse

Beat the interdiction and cause damage to your aggressor's Frame Shift Interdictor. The longer the interdiction takes, the more damage their Interdictor takes.

Thruster Special Effect: Superheated Exhaust

Cause intense thermal damage to anyone or anything caught in your exhaust. Range-limited.

Flares

A classic means of throwing off heat-seeking missiles, faster than dumping a heat sink, better against pack hounds or multiple missiles. Drop one close enough to an enemy, they may be targeted by their own missiles.
 
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