Mass Lock Munitions and Piracy/Small Ship use

Mass Lock Torpedoes... Hmmmm...

Now, I've never used them, but know they exist as an RNGineers blueprint. Never really seen or heard of them being used.
I think, however, there's a missed trick here....

What if the mass locker wasnt a munition, but some sort of one off limpet, making use of a utility slot instead (small ships are gimped by lack of firepower enough already), that, as I believe currently happens, inhibits a ship from spooling up its FSD.

What if the Mass locker victim could still free themselves from the Mass lock effect by rapidly changing their mass? Say, for example, dropping a percentage of cargo?....

See what I'm getting at?

Does this make sense to anyone?

Am I nuts?

The Mass lock limpet should be difficult to hit with, so very limited range, fixed, whatever, so a nifty trader could avoid the whole business. Hell, they could even load up with a percentage of biowaste, just in case?... y'know, risk/reward etc..

Just trying to find viable ways of making things fun for small ships in a post 2.3 world.... So many buffs, nerfs etc....
and I'm a small ship guy, so very biased. But I'm not a pirate, so wouldn't know if something like this would be fun or worthwhile?

Potentially abused by ganketeers?

Feel free to destroy this idea or point me towards where it's already been suggested.... I'm not particularly bright and it only occured to me during a really dull drive home from work this morning.

...like REALLY dull....
 
I'm assuming that mass lock is judged by the mass NEAR the hyperjumping ship, not the ship itself. If this is the case, changing the mass of the jumping ship would have no effect.
 
I'm assuming that mass lock is judged by the mass NEAR the hyperjumping ship, not the ship itself. If this is the case, changing the mass of the jumping ship would have no effect.
Might see it as scrambling the sensors making the ship think it is masslocked.
 
I'm assuming that mass lock is judged by the mass NEAR the hyperjumping ship, not the ship itself. If this is the case, changing the mass of the jumping ship would have no effect.

The mass of the jumping shift affects its jump range though, doesn't it? So you could increase the mass of the ship beyond the capability of its FSD. But yeah, that wouldn't match up with the definition of "mass lock" as it's used elsewhere in the game.

And any torpedo massive enough to affect a ship in that would would necesarily decrease the jump range of the ship that was intending to fire it, right? So you'd have to lug around these truly massive torpedoes to your own detriment until there was a chance to use them. I admit to not knowing how these actually work in game, though.
 
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Would that mean that a kind of mis-jump could be forced?

I'd like to see mis-jumps happen in ED.

They used to be a thing, didn't they?


(I think I've just gone off-topic on a thread I've started?...)
 
There is a powerplay dumbfire missile that disrupts FSD, and I think there is an engineered special effect on dumbfire missiles that does the same thing. I haven't been able to confirm the second thing though.
 
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