Forums » Suggestions

EMP generator

Dec 07, 2003 Phaserlight link
EMP generator

l-port weapon
cost: 14,000 cr, ammo costs 2,000 cr.
ammo: 1
energy: 100
splash radius: 250m
damage: special

When fired, the EMP generator creates an electro-magnetic pulse that radiates outward from the ship, temporarily disabling enemy ships and draining their battery. All hostiles within the 250m splash radius will have their battery completely drained, and will be disabled for 3 seconds during which they will drift and will be unable to fire or maneuver.

This weapon would not do any physical damage, but could be equipped on slower ships both as a deterrent and to immobilize unwary fighters for a quick kill.

P.S. Okay, I know this has "exploit me!" written all over it, but let's discuss it anyway. I was trying to come up with a weapon that could be used on heavy ships (i.e. the centaur and the ragnarok) that would be "the great equilizer" against vults and valks.
Dec 07, 2003 allstrox link
It seems Phaserlight still remembers Matrix Revolutions :P

One of the first requirements is that NPCDEF bots should be immune to EMP, otherwise it will be exploited for flag captures. Imagine a warthog with a heavy engine and emp going for the flag...
Dec 07, 2003 roguelazer link
Why should it? Right now, i can get the flag without even taking a bot hit. This would make no difference, especially considering that no sane pilot would let an NPCDEF within 250m of them ANYHOW.
Dec 07, 2003 SirCamps link
Not really, allstrox, because the vessel can only carry one of them.

My only gripe with it would be people using it around stations. You just nullify that potential exploit by stating something like this: "Stations are equipped with incredibly powerful reverse-magnetic structures that immediately and automatically disable any EMP device within 1000 m of it.

Looks good, but I'd want 2 ammo, possibly, in case the first one missed. Not much more than that, however.
Dec 07, 2003 Celebrim link
It's way too good. It's does more to help you win than any weapon available at present, as you say 'imobilizing fighters for a quick kill'.

It's way too easy to use. It effectively automatically hits anything in normal combat range with no chance of countering it.

How it will interact with an expanded universe is ill defined. Would it also completely drain the frigate? Any other vessel? How would it effect larger vessels?

Change it to have a repeat of ~3. Reduce and quantitize its effect. Do some reading on former EMP threads for discussion of some of the balance issues with EMP.

Dec 07, 2003 Pyro link
My personal opinion is that it should do what Phaserlight said, but also have the same (or a reduced) effect on the craft that used it. That way you'd only use it as a last resort...
Dec 07, 2003 allstrox link
@Pyro, Thats a good idea...The crafy that used Emp should have its weapons knocked out, same as its assailants, but engines and battery unaffected. That way EMP can be used only defensively.

--Sorial
Dec 10, 2003 LordViking link
What about an EMP Missle or Mine. Which have a ginormous splash radius and detection area to take out any ship but yours for a few seconds. Also what if it just removed the ability to fire weapons? Not completley disable the ship...because this could be exploited by pirates, boost behind a n00b trader that cant afford an EMP yet and disable him completley, and destroy him when he cant move. I think this EMP should just disable weapons so traders could still boost out...
Dec 10, 2003 Phaserlight link
It should disable weapons for a few seconds and drain energy, otherwise the pirates would just follow you and open fire once their weapons came back online.

I think an EMP mine would be a could idea, but I don't think it necessarily has to have a "ginormous splash radius." The only reason I suggested 250m in the first place is because it would have to have been centered on the ship. With a mine you lay it and hopefully the pirate chasing you runs into it. @Celebrim, making me do research and quantifying everything, bleh ;P. How is this:

EMP Mine
l-port weapon
Cost: does it matter? Comparable to l-mines.
Ammo: 5
Prox radius: 30m
Splash radius: 120m
Damage: special*

*Does no physical damage, but drains a certain amount of energy from the target's battery (1,000-200 depending on proximity of splash, 800@30m) for every 100 energy points defecit in the target's battery, the target's weapons go offline for 1 second. However, the target's battery begins recharging instantly.

Since Capital ship batteries would have enourmous capacity, EMP mines would have little effect on Cap ships.