Counter Interdiction Module

An external module that uses a charge (ammo) to counter an interdiction atempt. The ammo limit would be low, maybe 1 charge.

Then there will be demands for a "counter-counter interdiction module", then a "counter, counter interdiction module, module" then a "counter, counter counter-interdiction module, module, module." Where would you like to stop? Or we could just stop at the very beginning and realise there is already a counter interdiction module sitting in the pilot seat, all it has to do is evade the interdiction.
 
The thing is you could expand SC play much further:

A stealth armour type that makes detection much harder in SC (but with poor combat stats)

Actually make interdictor size / class and relative ship sizes actually count for something

Make space lanes / deep space proximity actually count via security response (PvE)

The OPs idea, but it has charges that can be fired to affect the minigame (so rather than it being binary, it might shift the fight back your way)
 
This would be really neat actually.

I've banged on about it for ages and ages because it can be done so easily and it would make a huge amount of difference. We already have these areas mapped in game (shipping lane / deep space) plus sec level- all it takes instead of flat response times is a distance check to a major faction base in charge,your location (shipping lane / deep space) modified by sec level, criminals wanted level with the prosperity value of the system /tech level dictating security ship potency.

CMDR Bobs_UR_Unkle, a really responsive and representative PvE system.
 
I've banged on about it for ages and ages because it can be done so easily and it would make a huge amount of difference. We already have these areas mapped in game (shipping lane / deep space) plus sec level- all it takes instead of flat response times is a distance check to a major faction base in charge,your location (shipping lane / deep space) modified by sec level, criminals wanted level with the prosperity value of the system /tech level dictating security ship potency.

CMDR Bobs_UR_Unkle, a really responsive and representative PvE system.
Yeah, even stuff like having the security slider come into play - if the system's in civil unrest then the authority ships have less resources available so there would be a lower chance of big ships showing up - which makes sense, they're spread pretty thin, probably on account of whatever jerk has been going around blowing up all their anacondas.
 
Yeah, even stuff like having the security slider come into play - if the system's in civil unrest then the authority ships have less resources available so there would be a lower chance of big ships showing up - which makes sense, they're spread pretty thin, probably on account of whatever jerk has been going around blowing up all their anacondas.

Nice- simple and logical- exactly what C+P needs to be understandable and predictable (i.e. you can tell at a glance on the star map its a possible place to go for....'activities').
 
Isnt this already there, called flight controls.
No more easy mode mudules please.

Its already too simple and less simulation like already
 
Loremasters like to claim that there is no gravity-tech, but what else would the the interdictor be?

That being the case, the answer is obvious; you lug around an IC class 1 anchor, and, when someone with a portable gravity well latches on, you give them something to grab. Sorry, folks, only one per IC...

Since Frontier is so fond of mini-gamess, you could even make it a dodge game to prevent taking damage.
 
the interception game needs a cooldown time anyway. too often after a long interception and lucky escape or drop and escape I experience to be intercepted again (and again and again ...) WITHIN SECONDS by the same player...
 
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