Grappling Hooks

Great, OP suggest that as a victim of piracy, I need to not only give them some of my cargo, I've got to take additional time out of my schedule which because of the interdiction has put me behind, dress for a space walk, exit my ship and remove the hook when the affair has completed. Thus the customers aren't happy because I'm short on the cargo count, I'm also late.
 
Hit the canopy with some human waste, so they can't see. Why use a grappling hook when you can have a poo cannon?

C`mon people. What can't be fixed with a poo cannon?

Think of the animation! Canopy completely covered. It's a classic no-brainer.



A spear gun for Thargoids would be fun.
But only if you have biowaste in your cargo hold.
 
Please no...

Every time anything is suggested people jump to utility slots! Does no one fly any small or medium ships?! Those slots are full!

If you wanna use a cobra for instance, you ideally want to have manifest scanner, wake scanner (yep, ideally, you want this) and then - oh wait, out of slots...

I mean, you don't NEED either, but they are very, very fine piracy tools, the manifest scanner is almost exclusively useful to pirates (almost) and the wake scanner allows you to persue juicy targets. You could swap that out for a heat sink launcher to run a stealthy build perhaps--- anyway, there are very very very few utility slots on most ships. There are a fair few on the huge beast ships yeah.

I feel like it could actually be a limpet (dont kill me!) as long as - they implement the limpet rack they have spoken about, man that needs doing so much! it's crazy how many of those there are, and literally impossible to do much with the megaships unless you have a very very specific loadout for megaship interactions - and let's face it, it's a lot more fun if you can "come across" a megaship/installing, and then decide to do some stuff, rather than park up, re-outfit your entire ship, for one go.

Wow I went off topic a little I think.

Grappling hook/grapple limpet YES
Utility slot NO NO NO NO
Ability to escape said grapple/limpet YES - And it shouldn't really be any harder than it is right now to escape. Reboot/repair, or AFMU etc, and just run.

The hook/limpet should simply enable the ability to bring ships to a stop, that's it, doesn't need any more functionality.

Alternatively - make knocking out thrusters bring ships to a slow halt on it's own (I'm aware it makes no sense, but neither does a bunch of the flight model anyway, gameplay over realism is required in some cases) - and this would I think, be a very simple (but less cool!) solution.
FD will just add one or two more slots. Where's the problem?
 
I like the idea to use a hardpoint. Either a small or medium one, with different pull strengths. This would mean that most ships would have to sacrifice some firepower.
 
but.... Piracy is already a very tool heavy thing.
Yes, but that would simply mean that piracy ships are not competitive regarding the meta PvP. Which they aren't already, a pirate should be strong enough to incapacitate a trader or run. The targets are either weakish badly build traders or "iron ass" traders, who also have to sacrifice fighting strength.
This is of course only true for PvP piracy, NPC combat doesn't need very specific loadouts.
 
It could be fitted to all ships as standard as a teather? I mean we fly space ships it makes sence to have a toe rope/ankor.
Physics says toe ropes/anchors in space are not a fun thing ;)

Getting a bit nerdy here but a ship spinning, even only slowly, exerts a lot of momentum. Attaching a rope/grappling it with your own ship soon results in your ship being thrown around, at least without any thrusters used to compensate. That is all if the tether didn't just break.

Limpets on the other hand are definitely a more realistic option though. How those limpets are then lost or removed if the target ship recovers though is a different story...
 
What I like about the grappling hook idea (it has been raised before) is that there are lots of situations where tethering two assets together can be helpful, including piracy. I think the idea of it being on a hardpoint with tether strength tied to module size is a good one, it forces a dilemma between firepower and utility.
 
Piracy, Arguably one of the most fun professions in Elite Dangerous Core.
Highly depends on who you are, that said, the core idea of stopping someone from simply drifting away when thrusters are disabled as far as things go seems fairly ok, personally I would say it should also come at a cost to the pirate, say disabling their weapons, and with a lengthy startup cooldown, since your ship is working on simply holding a ship still and vulnerable, making the pirate similar, however the pirate would be busy getting cargo and similar to 'boarding' previously said with rl piracy.
 
Getting a bit nerdy here but a ship spinning, even only slowly, exerts a lot of momentum. Attaching a rope/grappling it with your own ship soon results in your ship being thrown around, at least without any thrusters used to compensate. That is all if the tether didn't just break.
I would actually love to see a tether which can break. A solution to spinning or fast moving ships without thrusters should not result in a "I win" button, but offer some remotely realistic gameplay. While stabilization limpets make sense, I would prefer a harpoon which requires me to slowly and carefully lower the speed of my target.
 
Physics says toe ropes/anchors in space are not a fun thing ;)

Getting a bit nerdy here but a ship spinning, even only slowly, exerts a lot of momentum. Attaching a rope/grappling it with your own ship soon results in your ship being thrown around, at least without any thrusters used to compensate. That is all if the tether didn't just break.

Limpets on the other hand are definitely a more realistic option though. How those limpets are then lost or removed if the target ship recovers though is a different story...

Not fun if you are in either of the ships involved but could be hilarious if you are just spectating.
 
Physics says toe ropes/anchors in space are not a fun thing ;)

Getting a bit nerdy here but a ship spinning, even only slowly, exerts a lot of momentum. Attaching a rope/grappling it with your own ship soon results in your ship being thrown around, at least without any thrusters used to compensate. That is all if the tether didn't just break.

Limpets on the other hand are definitely a more realistic option though. How those limpets are then lost or removed if the target ship recovers though is a different story...
Flight assist on...

Also it certainly beats the current method of putting your ship in the way of the drifting ship and stopping it by crashing into it.
 
Also it certainly beats the current method of putting your ship in the way of the drifting ship and stopping it by crashing into it.

Certainly would, you can end up destroying your target doing that, and if they were going fast when the drives went out, they continue going fast!
 
Either grapling hooks or RCS limpets, like In the expanse with the navoo.

Either way, a mean to put the target to halt.

While we're at it, change hacking limpets so that the number is always 1, but the cargo dropped increases with size and class.

Then, make cargo drop in lumps/palette with the now spent hatch breaker acting as a beacon to find the cargo past the scanner range or even if you have to flee in SC and return later.
 
Yes, but that would simply mean that piracy ships are not competitive regarding the meta PvP. Which they aren't already, a pirate should be strong enough to incapacitate a trader or run. The targets are either weakish badly build traders or "iron ***" traders, who also have to sacrifice fighting strength.
This is of course only true for PvP piracy, NPC combat doesn't need very specific loadouts.

The best way to combat the PvP meta is to destroy it. The best way to do that is by reworking both ships outfitting and weapons systems without touching engineering.

It would be a time-consuming process, and require a lot of thought and effort, but worth it in the end when no one weapons system nor any ship’s systems are more beneficial or advantageous than another, and each is both balanced against the other.

Sure, there would be endless rivers of hot salted tears from those who invested countless hours rolling and rerolling engineering mods for that “perfect” result, but tough - they’re the ones to blame for the problem.
 
Back
Top Bottom