This was already mentioned: Interdictor Inhibitor. ~ I'd call it the Interdiction Decoy
My 'Spin' on the idea would involve a utility slot module, that has the ability to project a false signature. Now I have two ideas for this.
Idea 1: the module has no ammo, but it sucks on the SYS capacitor while it's being used. It causes a 2nd 'tunnel' for the person initiating the interdiction to follow. if they choose correctly for 2-3 seconds straight, the false signature fails, the defending pilot gets their SYS slammed to 0 energy, and the attacker proceeds as normal, the module goes into a long cooldown, something much the same as the FSD long cooldown. IF the attacker chooses poorly the attacking pilot won't know till he 'pulls something' out of supercruise and realizes there's nothing there, that pilot is stuck with a cool down while the defending pilot stays in supercruise and gets away. The trade off is it's about a 50/50 Chance of working. but there's no ammo. That's Idea 1.
Idea 2: The module has ammo. Something very low, like 1, max 2. (I prefer 1). The module instead fires a supercruise limpet with your ship's signature and automatically overpowers the offending ship's sensors. the interdiction fails on the defending pilot immediately but the attacker continues to follow the limpet, having no clue that the real ship got away. If the pilot pulls off early or fails the interdiction game, the pilot will realize it was a limpet. but if the pilot 'wins' the interdiction, the pilot will pull the limpet out of supercruise and know they were duped. The obvious drawback is the ammo. Much higher chance of working, but you only have as many tries as ammo, which would be 1 per module.
I hope this wasn't too complicated
And I think this is an excellent idea myself, for ships like T-9s, belugas, and other Space Whale species.
My 'Spin' on the idea would involve a utility slot module, that has the ability to project a false signature. Now I have two ideas for this.
Idea 1: the module has no ammo, but it sucks on the SYS capacitor while it's being used. It causes a 2nd 'tunnel' for the person initiating the interdiction to follow. if they choose correctly for 2-3 seconds straight, the false signature fails, the defending pilot gets their SYS slammed to 0 energy, and the attacker proceeds as normal, the module goes into a long cooldown, something much the same as the FSD long cooldown. IF the attacker chooses poorly the attacking pilot won't know till he 'pulls something' out of supercruise and realizes there's nothing there, that pilot is stuck with a cool down while the defending pilot stays in supercruise and gets away. The trade off is it's about a 50/50 Chance of working. but there's no ammo. That's Idea 1.
Idea 2: The module has ammo. Something very low, like 1, max 2. (I prefer 1). The module instead fires a supercruise limpet with your ship's signature and automatically overpowers the offending ship's sensors. the interdiction fails on the defending pilot immediately but the attacker continues to follow the limpet, having no clue that the real ship got away. If the pilot pulls off early or fails the interdiction game, the pilot will realize it was a limpet. but if the pilot 'wins' the interdiction, the pilot will pull the limpet out of supercruise and know they were duped. The obvious drawback is the ammo. Much higher chance of working, but you only have as many tries as ammo, which would be 1 per module.
I hope this wasn't too complicated
And I think this is an excellent idea myself, for ships like T-9s, belugas, and other Space Whale species.