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

The problem with “git gud”, (which is what you are saying, Azmuth) is that the interdiction minigame is HEAVILY stacked against the interdictee. My suggestion is for there to be a way of shifting the balance without just making the minigame harder for the interdictor. Therefore, both ideas of the 120 degree slam turn, or the *teleports behind you* shift the balance in an interesting way.

Perhaps the *teleports behind you* module could be storied-up as a module to stabilize emergency drops, and would also stop you from getting damaged by one.
 
Last edited:
This game lacks what are referred to as condi-clears in other games (condition clearance skills or gear). Basic combat mechanics include immobs (skills or gear that fixes (immobilizes) an opponent in place), dots (damage over time: bleeds, poison, curses, etc.), cripple (reduce movement), debuffs (reduce resistances or damage output), etc.

ED has its own version of these conditions, but extremely modest (if not completely absent) means to remove these conditions. ECM, SCBs are damage avoidance (not condition clearance), and repair limpets are essentially post damage heals.

As has been posted, the ED philosophy is to expect the player to either completely avoid interaction through player skill, or by gearing to avoid player interaction. Tanking in ED is never a good idea, since there are means to either defeat shields, or bypass them to damage modules directly.

I am personally not a fan of this design philosophy since it emphasizes interaction avoidance rather than the interplay between players deploying conditions, and responding with condiclears. Choosing when to apply a condition, or when to deploy the countermeasure is fun and adds another layer to combat complexity.

What we have now is run, run, run if you're not geared specifically for pvp fighting. Not much imagination there.
 
Last edited:
Back
Top Bottom