Ejector Limpet
A limpet type which performs the same function as the hatch breaker, with different operation - focusing more on emptying single targets, as opposed to hatch breaker's smash-n-grab style.
Pro:
No class 1 - same as 1A hatch breaker, but worse. 1A HB used as reference point, with min/max cargo drop at 5 min, 10 max.
Class 3A: 10 Min / 20 Max (x2)
Class 5A: 20 Min / 40 Max (x4)
Class 7A: 40 Min / 80 Max (x8)
This seems to add an interesting decision to make when building a ship; How fast do I want cargo, vs how much do I want to hold maximum? If I stick to low security and anarchy systems, I'll have more time without police interference, so a hasty job isn't as important - but if I want those private couriers in medium security space, I can get in and get out faster.
Also, certain favored piracy ships (I'm thinking of the Clipper) have a tough choice - do I forgo a class 7 shield for a class 7 ejector limpet controller, and with my reduced combat effectiveness, hope that I can outrun the law and bounty hunters instead of fight them? Do I use a smaller class component and sacrifice the potential loot for more defenses?
One big caveat to this whole idea is that it depends on another game change - some way to halt a target in their tracks, reliably, for at least a short time. This actually existed for a while, in a weird way - before update 2.2, NPCs did not assign module priorities, nor reboot/repair, and would be stuck dead in the water once their power plant was out. This was a little bit of an OP exploit for bounty hunters, but it made piracy very viable and very fun while it existed. Hopefully this could be added again, but perhaps as a change to Thrusters' functionality - once destroyed, the ship automatically slows to a stop like cargo canisters do. You could call this an effect of emergency inertial dampeners, and make it part of the lore, as well.
Thank you for reading. I'm loving this game, and it's come a long way. Piracy is my favorite part, for both gameplay and RP, and while I suppose it's not very popular, the above changes would really make the game for me. One of my favorite experiences in this game was actually before 2.2 - I had an Anaconda fitted for piracy, I was in an anarchy system, and I found a lone Type 9... with nearly 400 units of gold. It took nearly 15 minutes to empty it out after disabling it, but it was very satisfying.
Thanks again.
A limpet type which performs the same function as the hatch breaker, with different operation - focusing more on emptying single targets, as opposed to hatch breaker's smash-n-grab style.
Pro:
- Increases minimum/maximum cargo dropped based on module class
- Much slower limpet speed - 100 m/s?
- Cannot pass through shields
- Increased base hack time; should still scale down with hull damage.
- Either: A) NOT fire and forget; must maintain target lock, OR B) Requires hull damage ( Down to 80%?) in order to use (for balance vs armored, unshielded ships).
No class 1 - same as 1A hatch breaker, but worse. 1A HB used as reference point, with min/max cargo drop at 5 min, 10 max.
Class 3A: 10 Min / 20 Max (x2)
Class 5A: 20 Min / 40 Max (x4)
Class 7A: 40 Min / 80 Max (x8)
This seems to add an interesting decision to make when building a ship; How fast do I want cargo, vs how much do I want to hold maximum? If I stick to low security and anarchy systems, I'll have more time without police interference, so a hasty job isn't as important - but if I want those private couriers in medium security space, I can get in and get out faster.
Also, certain favored piracy ships (I'm thinking of the Clipper) have a tough choice - do I forgo a class 7 shield for a class 7 ejector limpet controller, and with my reduced combat effectiveness, hope that I can outrun the law and bounty hunters instead of fight them? Do I use a smaller class component and sacrifice the potential loot for more defenses?
One big caveat to this whole idea is that it depends on another game change - some way to halt a target in their tracks, reliably, for at least a short time. This actually existed for a while, in a weird way - before update 2.2, NPCs did not assign module priorities, nor reboot/repair, and would be stuck dead in the water once their power plant was out. This was a little bit of an OP exploit for bounty hunters, but it made piracy very viable and very fun while it existed. Hopefully this could be added again, but perhaps as a change to Thrusters' functionality - once destroyed, the ship automatically slows to a stop like cargo canisters do. You could call this an effect of emergency inertial dampeners, and make it part of the lore, as well.
Thank you for reading. I'm loving this game, and it's come a long way. Piracy is my favorite part, for both gameplay and RP, and while I suppose it's not very popular, the above changes would really make the game for me. One of my favorite experiences in this game was actually before 2.2 - I had an Anaconda fitted for piracy, I was in an anarchy system, and I found a lone Type 9... with nearly 400 units of gold. It took nearly 15 minutes to empty it out after disabling it, but it was very satisfying.
Thanks again.