We know how this weapon works from Thargoids.
The idea is to have this module available also for our ships for self-defense only.
This module is a proposal for exploration builds to have an ultimate defense and allow escaping from pirates or gankers.
You can equip this module as a hard point. Only one shot is available. The mass of the module is defined so that it will reduce the jump range by 3-4 LY on a typical exploration outfit configuration.
It is pure energy and it is Thargoids adapted technology, so the module is only recharged in Witch Space and it requires “
n” jumps (let’s say 10) to be operative again.
You can fire the shutdown field only when your shields are down (manually off or disrupted by the opponent). Shields are not automatically disabled like in the Silent Running Mode. This is to be sure that you’re using the shutdown field because your ship is exposed or it’s taking damage.
The opponent (pirate or ganker) needs to be selected as target, no aiming is required, the shutdown field is omnidirectional.
It will paralyze the target ship and the ones in wing (if any). It will not paralyze other ships (to avoid exploits).
It will completely paralyze also the player modules and weapons (to avoid combat exploits) except:
- the Generator
- the Thrusters
- the FSD (only Supercruise availabe)
this is to allow escaping.
The Shutdown field lasts for 10 seconds and you can’t log off in this timeframe. After the 10 seconds the pirate/ganker ship is fully operative again, shields included.