EM Weapons and reimagining Cytoscrambler,Retributor and Pulse disruptor

I'd like to see the introduction of specialised EM disruptor weapons, which instead of dealing direct damage, cause target ship systems to degrade.

I imagine the EM Disruptor would physically resemble an AESA RADAR unit: ELEC_APG-79_AESA_lg.jpg
However when fired, the array would spark with a corona of electrical arks in a violet-blue hue. No visible beam, but shield hits would cause a unique disruption effect, something like: Glass_plasma_globe.jpg
And hull impacts would cause flashes and arcs of elecricity over hull.

I figure the standard model could constantly strip shields (at a rate similar to constant pulse laser hits at same class) and also slows power distribution to weapons, shields and engines. It also could disable any externally mounted utilities, at a reduced effect whilst target shields are up, amplified when shields are taken down.

Gameplay options this provides:
-Pirates have an intimidation weapon that makes it harder for victims to just run away.
-Can be used as non-lethal deterrent on traders, making it harder for pirates to scan them, or keep up in a pursuit (unless both pirate and trader have EM weapon)
-Can momentarily disable chaff/ECM/point defence, giving missiles more chance to hit. (Or psychological effect of EM hit and "missile lock" warning together)

Cytoscrambler reimagined as EM based weapon would have same physical appearance as EM disruptor, with brighter blue hue and more intense arcing effect playing over scrambler. It loses effects on power distribution and external modules, but strips shields faster and can allow a portion of damage done to shielded target to pierce shields, proportional to size and number of scramblers hitting shields, also allowing hatch-breakers to get through shields. It could be a powerful tool for pirates, allowing them to quickly strong-arm cargo hatches open, despite shielding.

Retributor reimagined would emit a shimmering heat haze and vivid orange glow over emitter, with less arcing. It loses effect on power distribution and external modules, but rapidly builds heat in target, acting through shields, but at reduced effect. This could be used as an effective defensive tool on a trader, overheating pursuers, causing them to weigh up whether the prey is worth the damage incurred due to heating. It would have limited offensive ability, as it doesn't deal any direct damage, and most of it's heating effect would be balanced for deterring the use of weapons whilst boosting.

Pulse disruptor reimagined would pulse-fire, with similar build-up to a railgun, instead of continuous fire like the other EM weapons. It would build a whitish arc on the emitter, before flaring brightly on discharge. Effects on power distribution and external modules is traded for disrupting effect on random internal modules and shield stripping ability is removed, because there is a random chance it can shut down the shields competely (although, for balance I'd suggest recharge begins immediately.)

It should also be noted that EM disruptor should be available in a range of classes and in fixed, gimballed and turret options, and these options should carry over topowerplay versions also.
 
Last edited:
I'd love to see more weapons that mess with the pilot as much as the ship. Turning off the HUD, etc. as if your cockpit blew out.

Nothing will stop chaff, short of scooping all the bits up with a butterfly net.

Traders fleeing are likely not going to have hard points deployed.
 
Back
Top Bottom