Modules and Creating stakes

So, I would like to propose something to Frontier. While it may be somewhat controversial, I think it would make the game better as a whole.

Create a module / weapon (and perhaps a counter of some sort), that allows an interdicting vessel to target the FSD of a target, causing it to shut down temporarily, perhaps 3-5 seconds. This would force the target into a reboot time. Obviously it should have a limited amount of uses before being replenished to avoid perpetual use in the same encounter.

The interdictee could have a similar module, but instead of targeting the FSD, it could target the weapons system. When hit, the attacking vessel would be turned mute, unable to fire weapons, allowing the fleeing vessel a chance to overcome the FSD inhibition. The down side? It disables the weapons on the firing ship too, so you better be damn sure you hit your target; and it can't be used offensively because you have no weapons. Of course, in this case you could get interdicted by a wing and be in trouble, in which case it might need to be a distance from target effect. In either case, the point is allow us some tools to:

1) Prevent fleeing to some extent--forcing PvP and PvE engagements instead of automatic, safe reflexes "submit, boost boost, fsd out" I litterally fly around a anaconda stocked to the brim with 0 shields because I know I can always get away, why part with the cargo space. That seems broken.

I love this game, but one thing I notice is there is very little stakes. I am a frequent trader, sometimes smuggler. I get interdicted...a lot. But we all know that there is no risk. All I do is submit, boost, jump. submit, boost, jump. There are little stakes here.

Selfishly, perhaps it would be better to keep it this way, but what I would like to see is an option to prevent that cycle, perhaps layered in with some more dynamic interactions. I think that since this would buff the interdicting vessel, there should be something to offset that, to buff the interdictee.

I just see it all to often. I really noticed it lately watching videos of PvP interdictions on youtube. It was rediculous. A fight would ensure, and as soon as someone lost their shields, they would just run. They got away--every time. Something about that seems very wrong to me. I think players should be forced with a "fight, flight, or persuade" decision.

Fight: obvious
Flight: run, but it won't be as easy. You'll need to be a little crafty
Persuade: part with partial cargo, or talk your way out of a PvP encounter. Or heck, add some PvE dialogue options to try to talk your way out of it.
 
Current system we have works just fine- no need for a "god-mode" module that "forces PvP interaction".

Right now, you can choose to engage or not by submitting to interdiction. The one interdicting already has a difficulty choice in using interdiction in the first place. There's no need for an "extra" test on top of it.

I can see this being used to further grief players in Open, rather than the intent you've stated. In PvE- you as the player already have a choice available... so the only thing it would really change is PvP.

As it stands currently, if a griefer gets the drop on a player (advantage) the player only has running as an option if they choose not to engage in PvP. This would only add more difficulty, which isn't needed for those who play in Open but don't wish to engage in PvP (which is their right, too).
 
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