Shutdown Field as ultimate self defense system

It's not a great idea. But then again, one shot kill of alpha strike for non combat ship vs godmode engrineered shield isn't particularly brighter.

Broken power gap is already broken.
 
It's not a great idea. But then again, one shot kill of alpha strike for non combat ship vs godmode engrineered shield isn't particularly brighter.

Broken power gap is already broken.

Defense inflation since vanilla game = x10. DPS inflation...x1.5

Can you explain in your own words why you believe they did that?
 
To all explorers: sacrifice jump range for a good shield and some boosters. Submit to interdictions and high wake. Worked for me when I still had my Asp X and went to an engineer system. Came back with a different ship with the modules I wanted to modify. Problem solved.
 
Defense inflation since vanilla game = x10. DPS inflation...x1.5

Can you explain in your own words why you believe they did that?

I think nobody really gets this. And that's before even considering that combat oriented ships (which tend to have more utility slots) profit much more from these changes than other ships.

Which is why I believe that FD did not even make these changes with the intention of allowing traders or explorers to be more survivable. If that would've been the decided goal, there would've been much better options available.

All in all I am still convinced that design decisions around engineers were all around "what do we need to do so people will spend real money for access to engineers". No further thought was invested into during first development, neither in the methods of acquisition nor in the result.

But alas. That's going off topic here now. Fact is that you can also increase survivability on a non-combat ship a lot for a limited price. By using tools which the toxic part of the community already is using since a long time. So you're not granting them a new toy by also using those methods.

The suggestion at hand, in contrast, can easily be abused. Examples were given. I see no gain for the game. Those who need more defense won't really get it. (The supposed tool can easily be worked around by a hostile wing. ) But the toxic part of the player base will get a new and very powerful tool with drawbacks which even simple minds can find a way around. Nothing is gained, a lot is lost. Not desirable.
 
In regards to OP, I do not like something being an aoe burst that somehow only magically hits who you want it to and their wingmates if they happen to be in it. Friendly fire is a real thing in ED, and it's a better game for it.
 
First thing that comes to mind when I read this is that if it's meant to protect paperweight, pig-slow explorers then it's pointless, because you've got less than half a second between me popping your shields and the corrosive frag cannons completely obliterating your hull, even in a Cutter.
 
I think nobody really gets this. And that's before even considering that combat oriented ships (which tend to have more utility slots) profit much more from these changes than other ships.

Which is why I believe that FD did not even make these changes with the intention of allowing traders or explorers to be more survivable. If that would've been the decided goal, there would've been much better options available.

All in all I am still convinced that design decisions around engineers were all around "what do we need to do so people will spend real money for access to engineers". No further thought was invested into during first development, neither in the methods of acquisition nor in the result.

But alas. That's going off topic here now. Fact is that you can also increase survivability on a non-combat ship a lot for a limited price. By using tools which the toxic part of the community already is using since a long time. So you're not granting them a new toy by also using those methods.

The suggestion at hand, in contrast, can easily be abused. Examples were given. I see no gain for the game. Those who need more defense won't really get it. (The supposed tool can easily be worked around by a hostile wing. ) But the toxic part of the player base will get a new and very powerful tool with drawbacks which even simple minds can find a way around. Nothing is gained, a lot is lost. Not desirable.

Who?
 
Getting errors on Coriolis, but this is basically my Krait Phantom.
Krait Phantom

572~m/s, 56ly range, able to repair both it's hull and modules.
Good enough shields to take some good hits, but speed and agility is its main defence.
 
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In case you missed everyone else's reply...

- Equip the module on a shieldless vessel that is both massive, fast, and well armored (FAS, Chieftain, Crusader, Clipper, Orca, etc).
- Interdict target.
- Use shut down field on target.
- Boost through target vigorously, until sated.

Let's add this then:

When you interdict a ship the Shutdown Field Launcher is disabled and it will be back online when the FSD cooling process is over. This gives the chance to the victim to use its launcher first or to escape.

Cocnerning wings:

Target and its wings are completely disabled for 10 seconds.
Player and its wings have only Generator, Thrusters and FSD to escape.
 
Let's add this then:

When you interdict a ship the Shutdown Field Launcher is disabled and it will be back online when the FSD cooling process is over. This gives the chance to the victim to use its launcher first or to escape.

Cocnerning wings:

Target and its wings are completely disabled for 10 seconds.
Player and its wings have only Generator, Thrusters and FSD to escape.

The interdictor will simply pull the vessel, it's wing will drop in on the beacon, then they will break wing, with one of the ships that didn't perform the interdiction using the shut down field.

If you then add a timer to the wing breaking penalty, you'll have one unwinged CMDR doing the interdicting, then a wing of CMDRs locked to each other all going for the nearest low wake. This will slow them down, but with multiple people who know what they are doing, only by a couple of seconds.

I don't really see any system that isn't a convoluted morass of nonsense that would not make this module more useful as a ganker tool than a defense.

The fact you have issue enough with gankers to even think this tool is a good idea is strong evidence that you lack sufficient knowledge of the game's mechanisms to conceive of something that will achieve your goals. You may as well be advocating for the removal of interdiction or supercruise entirely.

You don't need another gizmo. You need to learn to use what you have or choose a more appropriate mode.
 
Let's add this then:

When you interdict a ship the Shutdown Field Launcher is disabled and it will be back online when the FSD cooling process is over. This gives the chance to the victim to use its launcher first or to escape.

That would work on the single ganker scenario. But they tend to group up. So all you add is that the one who actually interdicted is not the first one who uses his shut-target-down-to-gank-it module.

Cocnerning wings:

Target and its wings are completely disabled for 10 seconds.
Player and its wings have only Generator, Thrusters and FSD to escape.

Again: ganker wing interdicts with nav lock on. Interdiction is successful. They leave the wing, THEN use the gank module. Only one ship would be negatively affected by using the module. And if the victim also has the module and uses it, he still can only affect one of the attackers.

And that's even before asking the logic behind this: why would such an offensive module (it IS an offensive module, it disables a ship!) hit all members of a wing, but no other ship right next to them, while also affecting all ships of the users wing?

So logic already is a gonner. Your rules are already getting more complicated. It already gets less effective for the intended user, while it has an easy way to work around the drawback for a ganker. (And no, leaving the wing there is not complicated. In case of doubt, they will bind it in voice attack. ) You can "refine" some more, but I can already now tell you that it'll just end up completely useless for the person you want it for, while the gankers will still find a way to abuse it.
 
Deleting engineers and all rng'd modules would make more sense, and has about as much chance as coming into the game as this new module.
More piloting skills, less godmode.
 
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Deleting engineers and all rng'd modules would make more sense, and has about as much chance as coming into the game as this new module.
More piloting skills, less godmode.

While I'd happily scrap Engineers, it wouldn't save anyone who currently can't save themselves, and for those that have access to more than basic Engineering, would weaken them considerably against attackers.

The balance of Engineering inflation is firmly on the side of defense.
 
While I'd happily scrap Engineers, it wouldn't save anyone who currently can't save themselves, and for those that have access to more than basic Engineering, would weaken them considerably against attackers.

The balance of Engineering inflation is firmly on the side of defense.

I guess people not familiar with PvP fundamentally underestimate the time it takes to kill a hardened ship, because they only see videos of lightweight unengineered AspXs with 3d shields dying to g5 overcharged frag cannons.
 
You know gankers are going to build a silent running Orca and use this to disable and then ram people to death. Or just unwing before firing so their wingmates can kill you

The solution to ganking is not to add OP weapons
Solution to ganking is make it just as risky of pure loss as the ones on the other side face. AKA make it discouraged by in-game mechanics, though at the same time worth it enough so you can always go do it when you feel up for the challenge
 
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