For someone in a relatively defenseless Asp, I've been blown up quite a lot lately while checking out Barnacles, or other hot spots of activity. A lot of times, a heavily engineered ship will take me out so quickly that I didn't even have time for any counter. In most cases, if I had had just a few seconds more notice before the rain of fire, I might have had time to move out of the way.
Now what if...
Cheap Version:
- You buy a module called "Hardpoint Jammer"
- Whenever anyone is attacking you "the first time", when the first shot connects and the switch to hostile occurs, the Hardpoint Jammer springs into action.
- It sends a signal to the enemy ship, closing their hardpoints and disabling either all/some of their weapons for "x seconds, based on module grade/class/size and number of hardpoints" - but let's say 5-10 seconds for the average.
- This gives all players who carry one a chance to avoid being insta-killed, giving them time to plan an escape, land a few punches back, or plea for mercy... if they have the module, of course.
- NEW players with low ranks get a free bonus hardpoint jammer always equipped, with a buff on top for more time, that goes away once they hit a certain rank.
Advanced Version:
- The first shot (ie. the change into a hostile) is free, but then what if this device was re-usable, like a shield cell?
- It reloads itself and can be manually activated in a fire group like a shield booster for a SHORTER time than at the dawn of combat, and with DIMINISHING RETURNS on the same target
- You can therefore also use in combat to strategically disable your opponent's fire power for a moment (ie. when they are strafing) and the initiation of combat might involve a plan for popping the weapons lock, which gives the attacked a small buffer to prepare for combat.
Super-Advanced Version:
- In multicrew, give the option to be able to counter the combat effects of the device by having the crew member re-arm the weapons. Now, right before you go in to attack, do you want your crew in the gunner seat, or ready to counter a weapons jam?
Anyway, that's the basic idea - a new module can't be too hard to do... maybe just a power-down of the enemy weapons shouldn't be too hard... hell, maybe even offer a Thargoid-tech version which EMPs a ship for a short burst... I guess it all gets tough to balance these things out, eh? But I think some kind of "delay to instant killing via a reactive disabling of the enemy weapons for a short time" would be the basic logline here.
Whaddaya think?
Now what if...
Cheap Version:
- You buy a module called "Hardpoint Jammer"
- Whenever anyone is attacking you "the first time", when the first shot connects and the switch to hostile occurs, the Hardpoint Jammer springs into action.
- It sends a signal to the enemy ship, closing their hardpoints and disabling either all/some of their weapons for "x seconds, based on module grade/class/size and number of hardpoints" - but let's say 5-10 seconds for the average.
- This gives all players who carry one a chance to avoid being insta-killed, giving them time to plan an escape, land a few punches back, or plea for mercy... if they have the module, of course.
- NEW players with low ranks get a free bonus hardpoint jammer always equipped, with a buff on top for more time, that goes away once they hit a certain rank.
Advanced Version:
- The first shot (ie. the change into a hostile) is free, but then what if this device was re-usable, like a shield cell?
- It reloads itself and can be manually activated in a fire group like a shield booster for a SHORTER time than at the dawn of combat, and with DIMINISHING RETURNS on the same target
- You can therefore also use in combat to strategically disable your opponent's fire power for a moment (ie. when they are strafing) and the initiation of combat might involve a plan for popping the weapons lock, which gives the attacked a small buffer to prepare for combat.
Super-Advanced Version:
- In multicrew, give the option to be able to counter the combat effects of the device by having the crew member re-arm the weapons. Now, right before you go in to attack, do you want your crew in the gunner seat, or ready to counter a weapons jam?
Anyway, that's the basic idea - a new module can't be too hard to do... maybe just a power-down of the enemy weapons shouldn't be too hard... hell, maybe even offer a Thargoid-tech version which EMPs a ship for a short burst... I guess it all gets tough to balance these things out, eh? But I think some kind of "delay to instant killing via a reactive disabling of the enemy weapons for a short time" would be the basic logline here.
Whaddaya think?