Hey all
After doing a fair amount of smuggling, and realising that chaffs don't work, and neither does silent running.
Rather than FD fix this, (which they don't seem to do), how about some other modules to assist?
Idea 1a: Passive Cargo Bay Shielding Module.
A passive module that causes cargo scans to take much longer. Requires a large amount of power.
Idea 1b: Active Cargo Bay Shielding Module.
A module that acts much like the cargo scanner itself. Requires activation and management during a scan, and generates heat. Has a mini-game!
Upon a scan, with this module fitted, you press and hold the assigned fire group, and a "scan meter" and timer will pop up.
The scan meter is a bar that is 75% red, 20% amber and 5% green. This sweet spot moves around slowly, and you need to keep the bar in amber or green until the timer runs out to pass the scan.
Red fails. You get a bounty/fine, and they know your cargo. Such as normal.
Amber means you avoided the scan, but the Feds/pirates know you tried to evade, and issue fines or bounty, but they still don't know what you're carrying and attempt to rescan, with no chance of Green zone. "Do no get scanned" missions will not fail.
Green means you successfully spoofed the scanners in to thinking you have no cargo.
NPCs have no idea you did this and will great you as though you really do have no cargo. "Don't get scanned" missions will not fail.
I like the sound of that.
The heat buildup means you can't pair the cargo Shielding with a heat sink because you need to feather the trigger to balance the bar. So you have to be cautious.
Thoughts?
Second idea is for pirates!
FSD scrambler!
Much like the cargo bay Shielding, its an active module. Requires weapon hardpoint, a huge amount of power, very short range (500m) and generates loads of heat.
But activating it on your target will high and low wake mass lock, causing the FSD to take much longer to charge. (Factor depends on module vs target)
The massive heat build up will mean you can't keep it on for long, and it also drains weapon capactors. The power requirements also make it hard to fit 2. And using a heatsink is more or less mandatory. (Heat build up would equal firing 2 SCBs at once)
Releasing the FSD scrambler will restore the targets ability to charge at a normal rate.
Bigger and better modules only change the mass lock factor. Nothing else. Example; Class 1 wouldn't not do much to large ship. But a class 3 would be excellent for all ships. But very expensive.
Thoughts?
After doing a fair amount of smuggling, and realising that chaffs don't work, and neither does silent running.
Rather than FD fix this, (which they don't seem to do), how about some other modules to assist?
Idea 1a: Passive Cargo Bay Shielding Module.
A passive module that causes cargo scans to take much longer. Requires a large amount of power.
Idea 1b: Active Cargo Bay Shielding Module.
A module that acts much like the cargo scanner itself. Requires activation and management during a scan, and generates heat. Has a mini-game!
Upon a scan, with this module fitted, you press and hold the assigned fire group, and a "scan meter" and timer will pop up.
The scan meter is a bar that is 75% red, 20% amber and 5% green. This sweet spot moves around slowly, and you need to keep the bar in amber or green until the timer runs out to pass the scan.
Red fails. You get a bounty/fine, and they know your cargo. Such as normal.
Amber means you avoided the scan, but the Feds/pirates know you tried to evade, and issue fines or bounty, but they still don't know what you're carrying and attempt to rescan, with no chance of Green zone. "Do no get scanned" missions will not fail.
Green means you successfully spoofed the scanners in to thinking you have no cargo.
NPCs have no idea you did this and will great you as though you really do have no cargo. "Don't get scanned" missions will not fail.
I like the sound of that.
The heat buildup means you can't pair the cargo Shielding with a heat sink because you need to feather the trigger to balance the bar. So you have to be cautious.
Thoughts?
Second idea is for pirates!
FSD scrambler!
Much like the cargo bay Shielding, its an active module. Requires weapon hardpoint, a huge amount of power, very short range (500m) and generates loads of heat.
But activating it on your target will high and low wake mass lock, causing the FSD to take much longer to charge. (Factor depends on module vs target)
The massive heat build up will mean you can't keep it on for long, and it also drains weapon capactors. The power requirements also make it hard to fit 2. And using a heatsink is more or less mandatory. (Heat build up would equal firing 2 SCBs at once)
Releasing the FSD scrambler will restore the targets ability to charge at a normal rate.
Bigger and better modules only change the mass lock factor. Nothing else. Example; Class 1 wouldn't not do much to large ship. But a class 3 would be excellent for all ships. But very expensive.
Thoughts?
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