Possible DIFFERENT idea for an anti-interdictor module: the Crazy Ivan

Introducing, the Crazy Ivan module. Interdictors have a cone in which you need to keep the ship you are interdicting, right? We can take advantage of that. What the Crazy Ivan does is overheat your ship, practically destroy both itself and your FSD, damage your ship like an emergency stop, and make you preform an almost intant 120 degree turn in supercruise, hopefully breaking the interdictor lock.

Also useful for performing the Loop of Shame!
 
The basic idea is that it is the maneuver you do when you are interdicted, the spin around and boost past the attacker, except in supercruise. It breaks the lock and you are hopefully out of interdiction range before they can come about.
 
+1 for the Firefly reference.

Also, sounds like fun.

Rather than have it damage your FSD though, which is probably not a good option to have while you're in supercruise, I would propose instead that the Crazy Ivan works as follows:

1. You're interdicted, and the mini-game starts.
2. You begin "charging", i.e. preparing to execute the manoeuvre.
3. Just as launching into supercruise or hyperspace requires you to throttle up, executing the Crazy Ivan has its own requirement, except that it's a skill requirement.
a) There should be a three quarter marker on the left gauge of the interdiction mini-game HUD, which you have to reach in order to execute the Crazy Ivan once it's prepared. Once it's reached, the manoeuvre auto-executes if charged.
b) If the right gauge reaches one quarter, you need to "recharge" or prepare again from scratch to execute the Crazy Ivan.

So basically, just as Wash needed to have the manoeuvring skill to execute the move, so should we, and tying it into the mini-game helps achieve that.
Your ship still receives damage as though it made an emergency stop, and your FSD cooldown will be extended as well after you disengage supercruise.

If that's too close to just winning the mini-game, then alternatively, activating the Crazy Ivan could have its own HUD replace the interdiction HUD, whereby you have to do something like accurately complete a sequence of movements in time, which will be different each time, or some other skill-based task, like having a virtual U-Turn path appear in front of you, created by your ship's HUD, which you have to throttle down just in time to catch, and manoeuvre to stay on to complete the Crazy Ivan.
 
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That would be a distinct improvement.

It should be balanced (via many experimental trials) so that if the interdictor and interdictee are of similar skill, the maneuver can be carried out the majority of the time. As in, not a 100% sucess rate, but ~70%.

Also, I was refrencing soviet submarine tactics, not Firefly.
 
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That would be a distinct improvement.

It should be balanced (via many experimental trials) so that if the interdictor and interdictee are of similar skill, the maneuver can be carried out the majority of the time. As in, not a 100% sucess rate, but ~70%.

Also, I was refrencing soviet submarine tactics, not Firefly.


Lol, at least now I know where they pulled the term from. Thanks.

But yes, I agree it would be best if balanced against the skills of the interdictor. So if you have to complete a sequence of random movements, so should the interdictor, though not necessarily the same sequence.

Come to think of it though, this has basically just been turned into another interdiction mini-game, except that you get turned around. I think it may need another element added.
What if the Crazy Ivan pulls the interdictor and yourself out of supercruise, where only the interdictor suffers the ship damage and FSD cooldown extension, and you're positioned directly behind and slightly above their ship, in firing range and pointed right at them?

Or can you think of something more interesting or useful?
 
+1 for the Firefly reference.

Try +1 for Tom Clancy and Hunt for the Red October - way way before Firefly, at least in popular fiction. Crazy Ivan is an actually thing, a manoeuvre performed and perfected by the Soviet Navy during the Cold War. They would turn sharply 180 degrees to check to see if anyone was lurking in their baffles (wash and turbulence from their propellers).
 
Having it be the *teleports behind you* “Nothing personal, kid” module would be pretty funny.

It would also be fun to have the option for this manoeuvre in normal space, for those ships with separated and suitably positioned rear thrusters. Would make dog fighting a good deal more interesting.
 
Try +1 for Tom Clancy and Hunt for the Red October - way way before Firefly, at least in popular fiction. Crazy Ivan is an actually thing, a manoeuvre performed and perfected by the Soviet Navy during the Cold War. They would turn sharply 180 degrees to check to see if anyone was lurking in their baffles (wash and turbulence from their propellers).

Thanks for clarifying that. I already was wondering what the Firefly reference would've been. Also there's one small detail missing on what you wrote: it's all about submarines. It wasn't used by the surface fleet, but was a very typical maneuver of Soviet submarines. The only "flaw" was that according to what is known to the public many commanders turned their sub at certain time intervals. The US subs learned them and acted accordingly. On the other hand it's known that this maneuver also lead to submarine collisions and as far as i know some submarine losses were at least suspected to be the result of this maneuver.
 
Thanks for clarifying that. I already was wondering what the Firefly reference would've been. Also there's one small detail missing on what you wrote: it's all about submarines. It wasn't used by the surface fleet, but was a very typical maneuver of Soviet submarines. The only "flaw" was that according to what is known to the public many commanders turned their sub at certain time intervals. The US subs learned them and acted accordingly. On the other hand it's known that this maneuver also lead to submarine collisions and as far as i know some submarine losses were at least suspected to be the result of this maneuver.

Yeah my bad, I knew it was only applicable to submarines but forgot to include that little snippet of information - apologies all around
 
we have an anti-interdictor, its called evasive piloting

This suggestion is in the form of providing additional options or gameplay surrounding interdictions.

Considering the following when providing input on a suggested feature or change would be a more constructive approach I think:

Do you think it would be fun or useful to have this feature in the game?
What potential problems with the gameplay aspects of the feature do you perceive, if any?
Can you think of any solutions or mitigations for those problems?
Can you think of any way to improve the suggestion?

Cheers.
 
This suggestion is in the form of providing additional options or gameplay surrounding interdictions.

Considering the following when providing input on a suggested feature or change would be a more constructive approach I think:

Do you think it would be fun or useful to have this feature in the game?
What potential problems with the gameplay aspects of the feature do you perceive, if any?
Can you think of any solutions or mitigations for those problems?
Can you think of any way to improve the suggestion?

Cheers.

the game doesnt need an anti-interdictor
 
would you like some sandpaper with that sarcasam and a needle for your ego?


The sarcasm was warranted given your effectively nothing response to what I think is a productive format suggestion for input on player proposals. Why you seem to believe that’s a symptom of an inflated ego is something you’ve provided as much basis for as your one line reply.
 
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Deleted member 38366

D
May I suggest two Alternatives :

A)

Item : 1 Class 1 Internal or a Utility Slot, the "Frameshift Jammer"
Function : emits Jamming Signals over an established tether against an Interdictor, 10sec active + 5sec cooldown

Purpose : make the Interdiction Minigame far more difficult for the Interdictor while Jammer is active

Gameplay benefits :
- offers a soft counter against Interdictors, while still primarily relying on Evasion Skills
- makes Interdictions temporarily more difficult but not impossible

B)

Item : the Heat Sink Launcher
Function : now has the ability to deny or disrupt detection/Target Lock in Supercruise for a limited time by temporarily reducing the Ship's signature in SuperCruise (Visibility vs. Range in SC primarily heat-based)

Purpose : allow a Ship to temporarily become far less visible (SC pickup/lock Range heat dependent) in Supercruise at the expense of a Heat Sink

Gameplay benefits :
- both Attacker and Defender can utilize the limited amount of Heat Sink ammo to temporarily deny Target lock (vanish from Scanners of other Ships, depending on Range and Heat)
- a Defender can thus temporarily deny an Interdictor to establish tether for upto ~15sec (function of Ship heat and Range)
- an Attacker can utilize it just as well for a "covert approach" like a sneak attack/pounce
- "cold builds" are inherently less visible in Supercruise, giving them an advantage in that area; while "hot builds" can be picked up in SuperCruise over far greater pickup Ranges due to their high visibility/signature
 
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