
Futher Bezluden
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Posted - 2005.09.24 10:30:00 -
[1]
Interdictor BS
Since having it essentially warp scramble anything within it's area of affect, wouldn't this automatically criminally flag the pilot anywhere but 0.0 space? It would seem better to me imho, for these battleships to have "interdiction propulsion disruptors" as high slot weapons specifically tailored to the ship so that other ships can't use it, much in the way that covert ops cloak cannot be used on anything except a covert ops ship due to CPU requirements of the module and the ship CPU reduction bonuses.
Interdictor BS 8hi -3 turrets, 1 hardpoint for amarr, gallente, minmatar. 1 turret, 3 hardpoints for caldari for cruise launchers. 4mid -plus or minus 1 depending on race 6lo -plus or minus 1 depending on race *cpu reduction for Interdiction Warp Disruptor. So they can use 5 or 6 of them *+1 to Interdictor Propulsion Disruptor strength per level of Interdictor BS trained.
Ship should be tough as nails and able to withstand incredible punishment so that when it's called as the prime target in fleet battles it doesn't just pop like a balloon in a cactus shop.
Interdiction Propulsion Disruptor 1 (similar in jamming as ECM) High Slot Required CPU: 1000 -Interdictor would have bonuses to reduce to 100 so multiple units could be fit. PG: 5 volume: 10 Tech Level: 1 Activation: 50 Warp Disruptor Strength: 2, +1 per level of Interdictor Trained. Accuracy Falloff: 50km +frequency modulation bonus Optimal Range: 25km +long range jamming bonus activation time: 10s
Required Skills: Electronic 5, Electronic Upgrades 5, Propulsion Jamming 5, Electronic Warfare 5. Yeah, hi skills requirements, but warp scrambling someone at 100+km should require high skills. Don't forget that using all the modules on one ship should work in the same way as using multiple ECM against a target works.
A specific module in the high slots would make the most sense, allow the Interdictor to be a fearsome part of a fleet. No, the module doesn't have to be hi-slot, but it's an offensive weapon system for the Interdictor BS that can pin down ships at long range in fleet battles or gang operations while the others do their work. Having the module work as ECM do with a % chance to jam, rather than making the module like current warp disruptors/scramblers at least gives the ship a chance to be un-disrupted.
That's my 2 cents, I'll probably never have or see an Interdictor BS, but think something like what I describe could be great. Maybe even an Interdictor Class long range webber .
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