FSD Tether (Chain) module

I think a tether (not to be confused with interdiction) should be added for FSDs. Not for wings either. Compared to the interdictor, there is no fine or bounty for tethering to an innocent ship's FSD. It needs more effort, though


The tether essentially works by establishing a "phantom tether" with the ship in front. It creates a virtual rope in which if you slow down too much or overshoot the ship too much, the ship in front is alerted. When this happens, the tether is cut and turns into an interdiction. If the interdiction takes longer than 30 seconds, the victim is free to go but the tetherer is pulled out of supercruise.

If the tether is not detected, the ship behind follows the ship in front. When the leading ship drops down, your own FSD drops with it to their location. No emergency drop, completely safe. However - the other ship's FSD is inhibited by the sudden drop of your ship, making it take longer to cool down. From here, the tether is broken and regular gameplay begins again.

The tether also works if the leading ship enters hyperspace, pulling you with it. When the leading ship finishes its jump, you and that ship are pulled out of supercruise.

This would be a more tactical gameplay feature in which pirates can minimise their bounty. If pirates are bad at interdictions, they have this method to do it discreetly without as much of a side effect. Although this tactic would generally take longer, it is more rewarding by not blowing your hull to shreds, allowing a quick escape if you misjudged the target.
 
I'm just making a quick post to say that I really like this concept. Ive always wanted the ability to "tether" to wingmates, but had never considered it in this fashion. Very I retesting idea.
 
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Not likely. This looks like both multiplayer and "game" related concept. Their standard excuse is that it is too complicated and would break everything. Instead buy more bobbleheads on upcoming ps4 release.
 
Hmmmm, what a fascinating concept, I shall keep an eye on this thread to see the response. I actually quite like it from an aesthetic gameplay perspective, how this would/could work technically I have no idea but have some rep for your ingenuity.
 
+rep to OP, this sounds like a welcome addition of options when interdicting, something that is pretty standard and samey in its current state.
 
Sounds like a really cool idea. I'd love to see something like this implemented along side a discrete tracking limpet of sorts. Something you can launch at and attach shielded ships that plays no warning, that allows you to keep up with where they are for some amount of time. Make it still show up (so if the player is paying attention and sees it coming, they know it's attached), and removable by rebooting your ship or something.
 
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