Module ideas

How about a module that slows ships down some sort of drive inhibitor?

Also auxiliary power plants maybe?

And how about some module allowing u to send a distress call that shows up like a uss? Although this could probably be used to lure people into traps but my idea is to save traders from pirates.

I'm new so I'm not sure if it's possible to drop in on a pirate that has interdicted a hauler without being in wing with one of them.
 
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What you mean with this 'drive inhibitor' is some sort of artificial gravity well. This would mean that whatever apparition you have there would create a gravitational field to a) create a mass lock and b) would slow the target ship down since it would need more energy to escape your gravitational pull. However, this would mean that you'll spread that field in a 360° degree around you and you'll slow down everything around you. And we all know how system security reacts to even the slightest attack. Oh and in an asteroid field? Expect some giant rocks to come after you. You are pulling them all in, so they might crush you from all sides.

Oh, and expect that machine to run on a time limit, either for not crushing your own ship down into a diamond, it costing a lot of energy or whatever other reason.
 
I never said anything about a gravity well. That was all u. All I suggested was a module that slows down ships somewhat. I have no idea what ur... I don't even...
 
The science fiction that I've read, watched, played has been consistent with the notion that creating a gravity field would require lots of power. In the Star Wars genre, this capability was limited to a star destroyer because of the power requirements. And, in this same genre, the interdiction field was a cone, not a sphere, thereby giving the ship the control over the direction. Therefore, asteroids weren't an issue. It was generally focused on a shipping lane to pull whatever crossed the gravity field to drop out of hyperspace, just like a star or planet would do. The targeted ships were unable to escape despite any energy they could throw at it because the field disrupted their hyperspace engine from forming a field around their ship. Thus, the targeted ship couldn't escape unless (a) the interdicting beam was cut, or (b), the targeted ship left the cone or range of the interdiction beam.

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Also auxiliary power plants maybe?

For this to work, the current lineup of ships would have to have a spare slot but there aren't enough as it is. However, if the ships were allowed to carry spare parts (e.g. power plant, thrusters, repair bot), then this seems reasonable.
 
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I never said anything about a gravity well. That was all u. All I suggested was a module that slows down ships somewhat. I have no idea what ur... I don't even...

Something that slows down a ship would have to be a mass lock, to use the game's terminology. Mass lock refers to the notion that all bodies of sufficient size generate a field of gravity. The term "gravity well" is used in other works of science fiction to denote the same thing, whether natural (planetary body) or artificial (gravity well (from Star Wars), hyperspace inhibiter (from Homeworld)).
 
Yet the FSD interdictor already exists in the game without the use of gravity generators. Why could that same "stream of directed energy" not be used to inhibit an FSD from charging since it can already destabilize an already running FSD?
 
But being mass locked in game atm does not slow u down. I'm thinking more interfering with the targets drives somehow to slow them down.

Space-normal speed is much slower than supercruise and hyperspace. Mass lock keeps you at space-normal speed. Thus, mass lock slows you down A LOT! The drives are chemical-based reaction drives so nothing electrical is going to affect them except for an EMP which would knock out your ship as well.
 
Well, there's a thing. I clearly haven't been smoking enough of my special herbal cigarettes, or I'm sure I'd understand more of the replies on this thread. :)

Logically, drive inhibitors should exist in the world of ED - everything around the idea is already in play, not the least of which is the interdictor module. However, it doesn't fit with the current gameplay. ED is often disproportionately difficult for many players in open mode - and the most heavily player-populated areas are all but off-limits for some. Add a module that removes any hope of escape and the game becomes skewed even more heavily in favour of trolls and pirates. I don't want that at all.
 
Well, there's a thing. I clearly haven't been smoking enough of my special herbal cigarettes, or I'm sure I'd understand more of the replies on this thread. :)

Logically, drive inhibitors should exist in the world of ED - everything around the idea is already in play, not the least of which is the interdictor module. However, it doesn't fit with the current gameplay. ED is often disproportionately difficult for many players in open mode - and the most heavily player-populated areas are all but off-limits for some. Add a module that removes any hope of escape and the game becomes skewed even more heavily in favour of trolls and pirates. I don't want that at all.

I believe it would have a positive impact on the game to have some sort of jump inhibitor. Pirates and player bounty hunters currently have too much stacked against them, any target can simply submit to interdiction, target another system, and then jump away while boosting with minimal risk. A short ranged, possibly ammo using and / or heavy heat generating, jump inhibitor would give pirates and hunters a fighting chance in keeping up with their targets. Additionally, a jump inhibitor would give smaller ships a true role in pvp, allowing them to use their inherent agility to keep bigger ships locked down and unable to flee.

Of course, maybe Frontier will fix this by simply having mass lock affect inter-system jumps. I just like the idea of a jump inhibitor.
 
Guys guys ... at first the op wants to slow down ships ... then later he wanted some modules that send out a distress call of sorts

that appear as a Unidentified Signal Source. I am confuse what he wants. He sounded like a pirate who wants a share of someone

else's interdicted victim. To drop in on an interdicted spot and kill the pirate and his prey... just speculating his intent here.


Kill two birds with one stone hur hur ... you cheeky cunning thing.
 
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... Actually, now that I've thought about it some more, all that wibble about gravity wells gives me an idea. Pirates feel that their targets can escape too easily, but traders feel that combat is too skewed in favour of predators to be worth anything other than running away. What if we take the gravity wells thing and turn it up to eleven?

Once an interdiction-lock's been established and the mini-game won (or submitted to), gravity increases around both ships, pulling them together - and pulling both of them towards the nearest fixed orbital body (whether that's asteroids, a station, whatever) - and also collecting any other ships in range on the way. All ships drop out near the fixed body (but not too near, obviously). FSD cooldown-time should be massive for everyone.

Traders get much better chances of survival without just having to run, attackers get much better chances to actually attack their targets. Everyone would have to think more strategically about where to interdict targets, or where to fly to avoid being interdicted. Would this work for everyone?
 
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