Interceptor Frame Shift Drive

Just a random idea. As usual. :D

Interceptor Frame Shift Drive
The Interceptor Frame Shift Drive (iFSD), is for all intents and purposes, the same as a normal FSD, the main difference being, the iFSD is tuned for a large improvement to acceleration, deceleration and agility, while sacrificing hyperspace jump range.

The rating on an iFSDs mostly effects it's speed and agility in supercruise, but does effect the range somewhat.
For example, a 5A iFSD would have a similar jump range to a 5C standard FSD, but a 5E iFSD would actually only be slightly worse than a 5E standard FSD. But the iFSD would use more fuel per jump than the equivalent standard FSD.
An 5E iFSD would be faster and more agile than a 5A standard FSD, and a 5A iFSD would be significantly faster and more agile than a 5E iFSD.

iFSDs are designed for in-system use, and are not particularly fuel efficient for hyperspace jumps, but will allow the user to travel around inside a system much faster than normal.
These are mostly used by security and military forces to allow more rapid response.

Thoughts?

CMDR Cosmic Spacehead
 
I'd like to see this!

I'm wondering how it gets balanced for interdictions. If the iFSD is sufficiently more maneuverable than the regular model, it would make lining up FSD on iFSD interdictions nearly impossible. I guess if iFSDs are made easier to interdict once the process is initiated, and have a longer warm-up sequence, it might add some balance/combat drawbacks while preserving the difficulty level of actually targeting them.
 
I'd like to see this!

I'm wondering how it gets balanced for interdictions. If the iFSD is sufficiently more maneuverable than the regular model, it would make lining up FSD on iFSD interdictions nearly impossible. I guess if iFSDs are made easier to interdict once the process is initiated, and have a longer warm-up sequence, it might add some balance/combat drawbacks while preserving the difficulty level of actually targeting them.

I think the Interdiction issue is a bit of a non issue really.

Think of it the same as the differences in ship speed and agility in normal space.

A normal FSD ship would still be able to Interdict an iFSD ship, at the deceleration phase of travel. But it would be a lot harder to out manoeuvre the iFSD ship.
But the iFSD will be able to gain on a normal FSD during any phase.
I'd imagine that the iFSD would further improve supercruise handling, so agile ships become even more so.
Although, I'd be quite happy if the iFSD just massively improved acceleration and deceleration, and didn't touch handling.

I might simplify my OP, so the iFSD is more like a Bi-weave shield.
Comes in all classes(1-8), but only C rated, which would give the same jump range as a C rated standard FSD(but with higher fuel use per jump), but much faster.

It's less complicated then. Lol

I posted my OP before coffee, so now I keep thinking of better stuff for it. Lol

CMDR Cosmic Spacehead
 
I really like your idea, but i think instead of a module this should rather be a eingineer blueprint.

increase in supercruise acceleration/deceleration
possibly increase in supercruise turn speed
decrease in range

and maybe decrease in boot time, would be a nice thing to have for only in-system use
 
How does this affect player-launched fighters? NPC crew and multicrew? AFAIK, instances vanish as soon as all players leave, and the server does not bother simulating the actions of NPCs when there's no players nearby to observe.

The drawbacks are practically built in, though. Like, limited fighter power means that everything but life support, sensors and thrusters must be offlined to bring the FSD up. Zero optional slots for scoops.

And it WOULD explain how I've found fighters on planets away from starbases, and not nearby planetary bases.

Or, just have it SC-only, and not capable of inter-system jumps.

As far as interdiction, I can see it being REALLY hard to interdict and Imperial fighter, but at least the fighters don't have room for an interdiction module. Probably.
 
How does this affect player-launched fighters? NPC crew and multicrew? AFAIK, instances vanish as soon as all players leave, and the server does not bother simulating the actions of NPCs when there's no players nearby to observe.

The drawbacks are practically built in, though. Like, limited fighter power means that everything but life support, sensors and thrusters must be offlined to bring the FSD up. Zero optional slots for scoops.

And it WOULD explain how I've found fighters on planets away from starbases, and not nearby planetary bases.

Or, just have it SC-only, and not capable of inter-system jumps.

As far as interdiction, I can see it being REALLY hard to interdict and Imperial fighter, but at least the fighters don't have room for an interdiction module. Probably.

I believe you misunderstood this idea. It is a module for a ship, not the SLF. :)

CMDR Cosmic Spacehead
 
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