Interdiction Pulse
Slows the fleet and uses its active sensor network to charge and release a powerful energy pulse that can disrupt the drive fields of narby fleets.
The disruption interrupts any movement-related abilities (such as Sustained Burn) and prevents their use for some time afterwards. Also interrupts charging interdiction pulses. The disruption lasts for 6, modified by 1 second for every 200 points of difference in the fleets' sensor strengths. Base range of 500 units, increased by half your fleet's sensor strength, for a total of x units. While the pulse is charging, the range at which the fleet can be detected will gradually increase by up to 100%. A successful interdict is considered a hostile act, though not on the same level as open warfare. 2000 units is 1 map grid cell A fleet is considered slow-moving at a burn level of half that of its slowest ship. |
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–In-Game Description |
Activate to Intrediction 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.
Can also cause a reputation loss to the faction of the fleet(s) that is caught by a player Intradiction Pulse.
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.
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Learned |
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
- ↑
InterdictionPulseAbility.java
, Starsector API