Both equipment parts appear to work in some sense:Eric Walch wrote:And when the MASC'M would work as designed, it would feel like cheating as no other ship would be able to see or target the player. You just could kill anything without other ships fighting back.
And selling its counter measurement is kind of spoiling any future use of it with missions. Currently it does nothing as there are no NPC ships out there that have the MASC'M.
- rarely an NPC ship appears as cargo on the scanner, obviously because the filtering got that ship even though it uses MASC.
- MASC for the player works as a missile jammer - which in my eyes is too powerful, as it does work passively without energy usage. A player with MASC can easily take on a condor which did not deplete it's missile resources because the condor is unable to use missiles against the player. On the other hand...I still don't like the Condors very much, especially because they are more often in the hands of pirates than doing what they should do...
Concerning the mission ideas, yes, I think that both eq parts could be nice for such a thing, however the player should then get a less powerful version of MASC that needs to be activated and consumes energy, similar to ECM.
On the other hand, missiles in this game are pretty strange. I've even seen missiles unable to hit Thargoid terrorizer frigates, but instead were circling them. Furthermore, if the player has the ECM button well reachable on the stick, the launching ship usually gets destroyed by it's own missiles. Same applies for a player launching non-hardened missiles - the NPCs use their ECM instantly and thus often kill the player with his own missile.
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