Interdiction Pulse

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Interdiction pulse.png

Activate to pulse the enemy fleet out of high-speed burn, while maintaining your speed (except for a split second).

Will repel sensor ghosts in hyperspace, particularly the 'remora' variant which slows the player fleet.

Notes

Your enemies will activate this pulse to break you out of high-speed burn abilities, namely Emergency Burn and Sustained Burn. It's effective because they have both speed, and access to their own Emergency Burn right after executing the pulse. Interdiction pulse is not useful in a stern chase, since it slows the player for a second while casting it.

The range of the pulse is determined by the sensor strength of the fleet using it. The duration of interdiction for a fleet hit by the pulse is a base 6 seconds, modified by the sensor strength of the respective fleets; every 200 points' difference in sensor strength increases or decreases the timer by 1 second.[1]

Your best option to escape Interdiction Pulse is to avoid the area of effect (indicated by the pulse). Do this by navigating with skill (steer your fleet) or Emergency Burn. It's vaguely possible to avoid the trap by countering with your own pulse (the enemy fleet may try to avoid your own pulse) or with Active Sensor Burst (which inflates sensor strength), but this slows your fleet down and may not be desirable.



Change History

0.8.1a

  • Added to game
  • Takes some time to charge up, fleet slows to a stop during this time
  • Interrupts and/or triggers the cooldown on movement-related abilities of fleets in range

Emergency Burn, Sustained Burn, Transverse Jump Also interrupts other charging interdiction pulses

  • Range is based on sensor strength of using fleet; shown while ability is charging
  • Effect magnitude is based on the comparative sensor strength of using fleet and target

No longer based on relative movement direction of target

  • Cooldown for affected abilities is set to a value based on the effect magnitude

E.G: 6 seconds base, +- (difference in sensor strength / 200)

  • Sufficient sensor strength on affected fleet allows it to avoid interdict entirely

This includes using Active Sensor Burst

  • AI fleets use IP and are aware of the various interactions
  • Does not affect fleets of same faction
  • Reworked after these changes
  • Stops the fleet and charges for some time, then disrupts drive fields of nearby fleets
  • Temporarily reduces the burn level based on whether a fleet is heading towards the pulse source
  • Interrupts target fleet's movement-related abilities such as Emergency Burn and Sustained Burn
  • No resource or CR cost; 1 day cooldown
  • Slight reputation penalty if successfully used w/ transponder on; won't make hostile
  • Other fleets will try to avoid it by turning away
  • Used by AI fleets, available to player by default


References

  1. InterdictionPulseAbility.java, Starsector API
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Up to date for latest version, 0.97a.