Forums » Suggestions

Warp Impeder

May 15, 2009 Gulain link
I am suggesting the warp impeder.

It seems to benefit to many other aspects of the game that are currently being debated around the boards. Useful for traders running away. Useful, for pirates to stop traders. Useful for guards to "catch" interlopers. Though it is difficult to predict the full run of what will be if such a thing came about. It would add a new aspect to the game.
Rehash of the Stats in easier to bash snippets:

Warp Impeder:

Reduces speed in affected area to max of 160 m/s (debate on whether effects do not include user or user's group, or effects all).

Prohibits warp out to the 3000m mark.

Appears as a mine object in space when activated. <debate on destructibilty>

Large Port Item.

Ammo Count of 1 Meaning you use once then have to go reload.

Only exists for a max time of 3 minutes. <debate time>

Please discuss ... meaning say why stupid / good and reasons, not say "OMG WTF you thinking!" and leave it at that please.
May 15, 2009 Dr. Lecter link
Been debated before, try jump restricter or impeder or some such in the searches.
May 15, 2009 zak.wilson link
Something like this has been discussed before by Incarnate, but it was to be ship-mounted, I think. There were also to be countermeasures. I do think something of this type would be a nice addition to the game.

On similar lines... how about an ion-storm-in-a-box device? Such a thing would be very useful for group piracy, CTC and other applications where one might want to catch an opponent traveling on a known route.
May 15, 2009 PaKettle link
Might work as a mine.....
May 19, 2009 Sledge link
I searched for incarnate's post on this subject but was unsuccessful. I'll just leave this here for now:

A proper "warp impeder" would have to be in a missile form to be most realistic. The amount of energy required for an energy weapon to collapse a warp field would be prohibitive. Instead, the explosion of a certain type of warhead could conceivably create a EMP that would render a warp field unstable (or disrupt a jump drive) for a certain period (say 5-10 seconds). The concentration of energy required for this effect would mean that a direct hit would be necessary. Traders (and others) could mount countermeasures such as flares, etc. to protect themselves, but a certain amount of skill would be required in order to successfully evade.