So I really enjoy planetary landing on horizons but I feel that there are a few dropped balls regarding mission types/things you can do for money off of missions.
a) ECM gameplay to affect crime responses: i'd still LOVE to see this implemented into the crime and punishment updates. basically have an "ECM suit" module that lets you affect system responses when you are within scanning range. so if you go to a Nav beacon,Rez site, or planetary base, when you are within scanning range of it (so dependant on your sensors) it delays police/security responses by a set time as long as you are continuously firing it.
Doing so drains the "sys" capacitor slowly. have it be a decent size module, say size 4-7 with 4C adding a few seconds to the time whereas, with a 7A you can permanently disable security response with an advanced charge power distributor, but doing so renders you essentially unable re-shield. Using this is a crime (500 bounty) but NPC ships wont register this until the affect has worn off. Additionally have it usable as a "direct" effect where you target an enemy ship (rather than a settlement or nav beacon (Rez point) and hold the activation. This reduces the enemy ships sensor range and is NOT a hostile effect, so can be used both for smuggling and for combat to muck with turrets/gimballed weapons. This would be a pretty fun MC component as well on larger ships
so it can either be used to a) cover up a wingmates illegal activities in a sector, at the cost of putting a target on your back. This would be very fun covering a wingmate as they entered a base via srv, slowing the bases ability to put a bounty on them, or if in a dedicated ship maybe eliminating it entirely.
It would also make piracy a much more viable playstyle if larger A rated modules delay response by 1 minute or so then quickly activating and beginning piracy might give you enough time to jump out before security arrive, or just having a friend help out.
b) similar and related: id LOVE orbital attacks to be an option. In Lore class 4 hardpoints are designed for planetary bombardment, so allowing class 4 slots to passively do this and then also either a) adding a "bomb" type weapon/cargo or b) allowing mines to be used like this
basically use a detailed surface scanner when targeting a base from above, inside the green ring of a planet so its loaded in: brings up a birds eye view of the base where the "landing hologram" shows up when docking,
have a crosshair appearing on THAT diagram where your weapons will hit. Better grade scanners also get better resolution images. Line up with the bases power generator, squeeze the trigger a few times, and boom can use an slf to scout the area if you want and ensure you have the right target, can combine with the ECM idea to escape without a bounty.
in keeping with that: have this both of these grant combat bonds that can be cashed it among factions opposed to the faction you targeted, whether the base was infiltrated via SRV or nuked from orbit: infiltration paying approx 2x as well.
give a slow accumulation of funds for ECM disrupting nav beacons and the like as well, so the ECM player is at least covering their advanced repair bills in these 2 player wing scenarios
so yeh...a lot of text I know, but what would everyone think to that idea?
good? bad? awful?
a) ECM gameplay to affect crime responses: i'd still LOVE to see this implemented into the crime and punishment updates. basically have an "ECM suit" module that lets you affect system responses when you are within scanning range. so if you go to a Nav beacon,Rez site, or planetary base, when you are within scanning range of it (so dependant on your sensors) it delays police/security responses by a set time as long as you are continuously firing it.
Doing so drains the "sys" capacitor slowly. have it be a decent size module, say size 4-7 with 4C adding a few seconds to the time whereas, with a 7A you can permanently disable security response with an advanced charge power distributor, but doing so renders you essentially unable re-shield. Using this is a crime (500 bounty) but NPC ships wont register this until the affect has worn off. Additionally have it usable as a "direct" effect where you target an enemy ship (rather than a settlement or nav beacon (Rez point) and hold the activation. This reduces the enemy ships sensor range and is NOT a hostile effect, so can be used both for smuggling and for combat to muck with turrets/gimballed weapons. This would be a pretty fun MC component as well on larger ships
so it can either be used to a) cover up a wingmates illegal activities in a sector, at the cost of putting a target on your back. This would be very fun covering a wingmate as they entered a base via srv, slowing the bases ability to put a bounty on them, or if in a dedicated ship maybe eliminating it entirely.
It would also make piracy a much more viable playstyle if larger A rated modules delay response by 1 minute or so then quickly activating and beginning piracy might give you enough time to jump out before security arrive, or just having a friend help out.
b) similar and related: id LOVE orbital attacks to be an option. In Lore class 4 hardpoints are designed for planetary bombardment, so allowing class 4 slots to passively do this and then also either a) adding a "bomb" type weapon/cargo or b) allowing mines to be used like this
basically use a detailed surface scanner when targeting a base from above, inside the green ring of a planet so its loaded in: brings up a birds eye view of the base where the "landing hologram" shows up when docking,
have a crosshair appearing on THAT diagram where your weapons will hit. Better grade scanners also get better resolution images. Line up with the bases power generator, squeeze the trigger a few times, and boom can use an slf to scout the area if you want and ensure you have the right target, can combine with the ECM idea to escape without a bounty.
in keeping with that: have this both of these grant combat bonds that can be cashed it among factions opposed to the faction you targeted, whether the base was infiltrated via SRV or nuked from orbit: infiltration paying approx 2x as well.
give a slow accumulation of funds for ECM disrupting nav beacons and the like as well, so the ECM player is at least covering their advanced repair bills in these 2 player wing scenarios
so yeh...a lot of text I know, but what would everyone think to that idea?
good? bad? awful?