Sort of. Lol
Not sure if this is needed, but I felt like sharing my idea.
Basically, it's additional weapons that are supercruise capable, and some gameplay around them.
FSD Disruption Mine
A hardpoint capable of dropping supercruise capable FSD Disruption Mines, which can be used both offensively and defensively.
When dropped, they will slow down to minimum speed (30k/s) and any ship that comes too close* to trigger the FSD Disruption, will have their speed and handling greatly reduced. These can be dropped while being interdicted, forcing the pursuing ship to either collide and take a handling nerf, or take evasive action to avoid it(both making escape easier). They can also be dropped freely in supercruise, but are quite easy to see visually (they glow), but don't show up on sensors until quite close. They can only sustain supercruise for about 1 minute, before crashing out harmlessly.
Hitting multiple mines in a row can cause your FSD to crash, forcing you to normal space, with a long cooldown, but requires quite a few successful hits.
*The trigger range is dependent on the speed of the passing ship, and the effect is based on range.
Mines can be used as a countermeasure for missiles (see below).
Weapon hardpoint. Limited ammo.
FSD Disruption Missile
Much like the FSDD Mine, the missile can disrupt a targets supercruise ability, and lower it's speed and agility. It's also capable of targeting and triggering mines to remove them safely, but will also detonate if in proximity to a FSDD Mine, so mines can be dropped as countermeasures. They are much less effective than the mine version, and no amount of missiles can pull a target out of supercruise. However, they can be used during Interdictions, for both the Interdictor against its target, and anyone else witnessing it, to either help or hinder the Interdictor by reducing the agility of the whoever they target.
They have significantly faster acceleration and agility than any ship, but a short life span (5-10~ seconds).
Weapon hardpoint. Limited magazine ammo. Slow reload.
Legality
If any clean ship hits a mine, even if you are no longer present, it will trigger an Assault Bounty. There can be fines for dropping mines too close to stations or beacons in medium or high security systems.
Missiles can be fired without a fine, in all levels of security, but a hit on a (clean) ship will trigger an Assault Bounty.
So there you have it.
You can drop mines to;
And you can use missiles to;
Both require a weapon hardpoint, and neither work in normal space.
Both have plenty of ammo, but mines have 3 in a magazine, and missiles only have 1.
Thoughts?
CMDR Cosmic Spacehead
Not sure if this is needed, but I felt like sharing my idea.
Basically, it's additional weapons that are supercruise capable, and some gameplay around them.
FSD Disruption Mine
A hardpoint capable of dropping supercruise capable FSD Disruption Mines, which can be used both offensively and defensively.
When dropped, they will slow down to minimum speed (30k/s) and any ship that comes too close* to trigger the FSD Disruption, will have their speed and handling greatly reduced. These can be dropped while being interdicted, forcing the pursuing ship to either collide and take a handling nerf, or take evasive action to avoid it(both making escape easier). They can also be dropped freely in supercruise, but are quite easy to see visually (they glow), but don't show up on sensors until quite close. They can only sustain supercruise for about 1 minute, before crashing out harmlessly.
Hitting multiple mines in a row can cause your FSD to crash, forcing you to normal space, with a long cooldown, but requires quite a few successful hits.
*The trigger range is dependent on the speed of the passing ship, and the effect is based on range.
Mines can be used as a countermeasure for missiles (see below).
Weapon hardpoint. Limited ammo.
FSD Disruption Missile
Much like the FSDD Mine, the missile can disrupt a targets supercruise ability, and lower it's speed and agility. It's also capable of targeting and triggering mines to remove them safely, but will also detonate if in proximity to a FSDD Mine, so mines can be dropped as countermeasures. They are much less effective than the mine version, and no amount of missiles can pull a target out of supercruise. However, they can be used during Interdictions, for both the Interdictor against its target, and anyone else witnessing it, to either help or hinder the Interdictor by reducing the agility of the whoever they target.
They have significantly faster acceleration and agility than any ship, but a short life span (5-10~ seconds).
Weapon hardpoint. Limited magazine ammo. Slow reload.
Legality
If any clean ship hits a mine, even if you are no longer present, it will trigger an Assault Bounty. There can be fines for dropping mines too close to stations or beacons in medium or high security systems.
Missiles can be fired without a fine, in all levels of security, but a hit on a (clean) ship will trigger an Assault Bounty.
So there you have it.
You can drop mines to;
- Slow down an Interdictor
- Slow down/crash out potential targets
- Destroy incoming FSDD Missiles
And you can use missiles to;
- Slow down ships to allow you to catch up
- Reduce targets agility during an Interdiction
- Destroy Mines
Both require a weapon hardpoint, and neither work in normal space.
Both have plenty of ammo, but mines have 3 in a magazine, and missiles only have 1.
Thoughts?
CMDR Cosmic Spacehead