AI targetting jammer
Not Enough Votes
This would jam all local AI targetting including your own.
So, what should be its other downsides?
This would be especially effective against unmanned vessels.
NPC vessels will need an NPC crew to overcome this device.
You can't vote. Please authorize!
You can't vote. Please authorize!
Possible ways to limit the jammers use:
A - Charge - recharge time.
B - Short effective range.
C - Requires a something like a zone chip that will expire.
D - Can be used one time before turning to scrap.
E - Large power consumption.
F - Occupies large volume.
G - Has high mass.
H - Requires rare resources to construct.
I - Requires high quantity of resource to construct.
J - Jammer will explode if another jammer is running nearby.
K - Jammers do not exist in game..
Which ones would you choose or do have others to add?
Possible ways to limit the jammers use:
A - Charge - recharge time.
B - Short effective range.
C - Requires a something like a zone chip that will expire.
D - Can be used one time before turning to scrap.
E - Large power consumption.
F - Occupies large volume.
G - Has high mass.
H - Requires rare resources to construct.
I - Requires high quantity of resource to construct.
J - Jammer will explode if another jammer is running nearby.
K - Jammers do not exist in game..
Which ones would you choose or do have others to add?
Is this supposed to be a radar jammer?
SE1's ai blocks were meant to allow npc/drone/other constructs to operate without the use of programming blocks in an environment where getting NPC engineers to work and fly things was impractical, using them as radar was simply a peripheral boon. In SE2 I'd expect npc engineers will likely fill the npc-ship-crew role, leaving ai blocks only to handle things like missiles and constructs too small for a cockpit with a distinct possibility that the job of "radar" could be given to a new block entirely.
Is this supposed to be a radar jammer?
SE1's ai blocks were meant to allow npc/drone/other constructs to operate without the use of programming blocks in an environment where getting NPC engineers to work and fly things was impractical, using them as radar was simply a peripheral boon. In SE2 I'd expect npc engineers will likely fill the npc-ship-crew role, leaving ai blocks only to handle things like missiles and constructs too small for a cockpit with a distinct possibility that the job of "radar" could be given to a new block entirely.
So basically something that I would never use at all and disable on every world I have control over. If someone is running solo this pretty much is an instant to "i win" button for anyone that's running with a group as it makes all non-static weapons of the solo player useless. Not only this but why would I want to make my own automated defenses useless by using a block like this? You may as well have asked for a Jump Inhibitor because it's the same concept save this one screws over turrets instead of jump drives. Also why would I want more downsides when it already screws my own turrets up?
If you want to distract turrets or reduce their effectiveness, that's what decoys are for. Decoys are meant to put out a signature that draws enemy fire towards themselves and aware from other areas of the ship. A few well placed decoys will do you far better than something like this ever would in terms of defensibility.
Hard pass for me on this as I see now value.
So basically something that I would never use at all and disable on every world I have control over. If someone is running solo this pretty much is an instant to "i win" button for anyone that's running with a group as it makes all non-static weapons of the solo player useless. Not only this but why would I want to make my own automated defenses useless by using a block like this? You may as well have asked for a Jump Inhibitor because it's the same concept save this one screws over turrets instead of jump drives. Also why would I want more downsides when it already screws my own turrets up?
If you want to distract turrets or reduce their effectiveness, that's what decoys are for. Decoys are meant to put out a signature that draws enemy fire towards themselves and aware from other areas of the ship. A few well placed decoys will do you far better than something like this ever would in terms of defensibility.
Hard pass for me on this as I see now value.
Replies have been locked on this page!