[Suggestion] Ion Weaponry

Hi All,

I did some searches for a topic on this type of weapon and I came up blank, granted I didn't look THAT hard. I really think we need a way to temporarily disable power to other ships modules, and I feel like Ion weapons would be a an excellent fit. Basically I would like something akin to what FTL has an Ion Cannon, being able to shoot a blob of energy, similar to a plasma accelerator, that instead of doing module damage would instead disable them for a small amount of time. I feel like these weapons would take a mass amount of energy, and their reload would drain heavily into the weapons capacitor, as well as quite a bit of heat. These type of weapons could be really effective for disabling drives to prevent jump, or to disable that point defense that is shooting all your limpets immediately.

There could also be ion lasers that maybe instead of disabling the module for a time after the burst, you could focus the module in question to disable it, so long as you had the accuracy and power to support the beam.

Ion Missles/Mines could knock out sub systems in a radius from the blast, for a given amount of time, and have the awesome sound effect of Jengo Fett's ship https://www.youtube.com/watch?v=33SrgAn7hao though not destructive.

I'm also thinking that shields would properly defend you against such attacks, making them only useful if the shields were offline. Maybe you could even have modules, that had Ion resistance that would make ion weapons not as potent toward them (meaning the time the module is disabled is less), or that they would not lose their charge when they came back online (your shields being disabled via ions while charging would not constitute them starting over from the beginning).

I don't know too much about the science behind such a thing, but I feel like the disable mentality of something could lead to some interesting encounters, that wouldn't cost commanders repairs afterward.

Anyone else have any ideas to expand upon this idea?

-CMDR Aeos
 
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I like the idea of the EMP cannon - I dont think it would be game changing, but how long would systems be down.

For me throwing ideas at the wall - I think they should take a weapon slot, have a looong reload or very limited ammo count - to make it a tactical decision to use and should deactivate core systems for a short period (I'd suggest 15 - 20 secs tops going on how long it takes my vulture to down big NPC ships).

I think gimballing them would be too much, you should need skill to hit initially which leaves them a sitting duck.

Its also a clever method of dealing with the ships that sc away from interdictions... When you see the FSD warming up Fwaap "you're going nowhere boy"
 
So long as we can have ion shielding as a module, that reduces the effect ;)

Right, well that is why I said it could be a stat all modules had built in, so you could just upgrade that module you wanted protected to also include ion shielding or something of the like. I think a module that mitigates it as a whole though would make sense as well.
 
Maybe the weapon would essentially force a reboot of the system in question, sort of like flipping the circuit breakers, when then have to be reset. I definitely like the idea, provided there's some kind of module to counter it. Maybe something like the bull reinforcement packages, except this hardens the craft against emo/ion/whatever attacks.
 
Here we go.

PvP want to PvP. Pesky traders won't sit still.

+1 yes, if there is a counter measure, or some exceptionally well thought out balancing mechanic.

How about it can't be fired from a shielded ship. There you go. Everyone can now move on. ;)
 
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How about it can't be fired from a shielded ship. There you go. Everyone can now move on. ;)

That sounds really good, actually. Since such a weapon might not cause any physical damage, it might not even affect shields, so can only be used after shield failure or something.

Actually, I misread the post. I still think that's a good idea, too, though. XD
 
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Maybe the weapon would essentially force a reboot of the system in question, sort of like flipping the circuit breakers, when then have to be reset. I definitely like the idea, provided there's some kind of module to counter it. Maybe something like the bull reinforcement packages, except this hardens the craft against emo/ion/whatever attacks.

Oh no. Not the emo attack. Everyone stock up on counter measure happy songs and rainbow colours. ;) could not resist.
 
Right, well that is why I said it could be a stat all modules had built in, so you could just upgrade that module you wanted protected to also include ion shielding or something of the like. I think a module that mitigates it as a whole though would make sense as well.

I didn't read that bit because you sold me before I'd finished your post :)

This would increase choice, combat diversity and wing play.
 
I like the idea of the EMP cannon - I dont think it would be game changing, but how long would systems be down.

For me throwing ideas at the wall - I think they should take a weapon slot, have a looong reload or very limited ammo count - to make it a tactical decision to use and should deactivate core systems for a short period (I'd suggest 15 - 20 secs tops going on how long it takes my vulture to down big NPC ships).

I think gimballing them would be too much, you should need skill to hit initially which leaves them a sitting duck.

Its also a clever method of dealing with the ships that sc away from interdictions... When you see the FSD warming up Fwaap "you're going nowhere boy"

Right, they would definitely be weapons. My idea on a long reload is that they would have to drain a significant amount of weapon capacitor charge, that would be consumed immediately. So you would probably be empty on weapons for a good couple of seconds, while it takes the energy it needs, on top of converting that energy to an ion charge, so then that would take additional reload time, but your weapons capacitor wouldn't have that load anymore.

Gimbal wouldn't apply to the Ion Cannon, or Ion Missles, but maybe if there was a laser of sorts it could.

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I didn't read that bit because you sold me before I'd finished your post :)

This would increase choice, combat diversity and wing play.

Haha all good, sometimes I don't articulate things as well as I'd like. I was just making sure I clarified :D
 
This is a great idea but balancing would be very very difficult. Also, if you are flying an interstellar vessel that isn't shielded against EMP then you've already failed so it would require some clever thinking...
 
Have been thinking about heat rays and EMP weapons for a long time. Think there is room in the game for them as long as there are dedicated countermeasures like module hardening or em shielded hull plating. If we do thermal resistant armour then we are going down the route of improving stealth too. Would be nice to see something like this if we get the "Bofors" cannon Sandro was interested in a few weeks ago.
 
Slightly off-topic

I'd like the ability to attempt infiltrate the target systems with a computer virus. Then you could selectively disable systems based on the virus used. Police would want to disable guns and thrusters, while pirates would infiltrate the cargo hatch system and let all the goodies out.

Success could depend on the skill of your tech officer (when NPC crews are a thing) and the skill of their tech officer.
 
Ion weapons are just a hold-over from Star Wars, not exactl the pinnacle of science-based hard sience fiction. It's just a convenient plot device.

EMP weapons would be useless against craft that can bend space and time and fly next to a neutron star.

Heat rays, on the other hand, now that's officer thinking! Thermal bombs, that kind of thing. Again, the ship can withstand a crazy amount of heat and cold, but for whatever reason, it is sensitive to the change of a few dozen degrees.

Viruses, too, that could be a thing. There's nothing the pilot does to ensure online security.
 
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