Description:
Module, which interferes enemy ship sensors, scrambling data about your ship, such as ship name, shield condition, hull integrity, targeted module health and distance to your ship as long as it stays active. Comes in Class 1, Class 2 and Class 3 (only E grade available). To be installed in internal slots. Small ships can install only Class 1 EWM, medium size ships - only Class 2 and Large ships - only Class 3.
Needs to be assigned to fire group. After activation, enemy will see constantly changing incorrect data about your shield, hull, distance to your ship and targeted module health.
It also makes enemy ship unable to identify what ship you fly, if you wasn't scanned before. However, this module doesnt affect weapons (gimbal/turret) or your visibility on radar. Produces heat while working. Works in Supercruise as well (meaning pirate won't be able to know what ship is he interdicting if target has EWM activated).
Reduces chance of being interdicted by pirate NPCs, but doesn't affect enemy faction ships interdiction.
Large energy consumption while work:
1.5 Mw for EWM E1.
2.4 Mw for EWM E2.
4.2 Mw for EWM E3.
Just a thought that would make traders little bit more safe from player pirates. Pirates still can interdict traders, but it will be a game of luck. To counter situation where traders fly with EWM activated forever, this module will produce much heat. So after trader jumps in system near star, activating EWM instantly isn't good, since cummulative heat from star and EWM can cook ship fast. So pirates will have time to identify trader before he flies away from star and activates EWM. For PvP purpose, such module can screw up enemys timing (such as ramming), because they won't know when to attack to hit enemy with low shields.
Criticise, comment, let me know what you think about this.
Module, which interferes enemy ship sensors, scrambling data about your ship, such as ship name, shield condition, hull integrity, targeted module health and distance to your ship as long as it stays active. Comes in Class 1, Class 2 and Class 3 (only E grade available). To be installed in internal slots. Small ships can install only Class 1 EWM, medium size ships - only Class 2 and Large ships - only Class 3.
Needs to be assigned to fire group. After activation, enemy will see constantly changing incorrect data about your shield, hull, distance to your ship and targeted module health.
It also makes enemy ship unable to identify what ship you fly, if you wasn't scanned before. However, this module doesnt affect weapons (gimbal/turret) or your visibility on radar. Produces heat while working. Works in Supercruise as well (meaning pirate won't be able to know what ship is he interdicting if target has EWM activated).
Reduces chance of being interdicted by pirate NPCs, but doesn't affect enemy faction ships interdiction.
Large energy consumption while work:
1.5 Mw for EWM E1.
2.4 Mw for EWM E2.
4.2 Mw for EWM E3.
Just a thought that would make traders little bit more safe from player pirates. Pirates still can interdict traders, but it will be a game of luck. To counter situation where traders fly with EWM activated forever, this module will produce much heat. So after trader jumps in system near star, activating EWM instantly isn't good, since cummulative heat from star and EWM can cook ship fast. So pirates will have time to identify trader before he flies away from star and activates EWM. For PvP purpose, such module can screw up enemys timing (such as ramming), because they won't know when to attack to hit enemy with low shields.
Criticise, comment, let me know what you think about this.