I'll give my two cents and say inhibitors/interdictors can work for stations and ships. I think there needs to be a reasonable restriction for ship interdiction though, making it harder to escape, but not impossible.
If interdiction works as a certain radius or field which I assume is the most desired outcome, an interdictor needs to have 2 attributes to limit it.
For the area of effect size, I figure there are three ways to go about it.
If interdiction works as a certain radius or field which I assume is the most desired outcome, an interdictor needs to have 2 attributes to limit it.
- While interdictor field is active, the ship must remain stationary. This is to prevent ships with large fields from just following another ship so there is no escape. This will encourage players to work together in teams to make good use of an interdictor.
- After the field is turned off, there is a cooldown dependent on how many modules are in the group similar to scanner and jump drive charge time. This is to reasonably limit ships from just switching on and off their fields as they close in on a target ship.
For the area of effect size, I figure there are three ways to go about it.
- Static size for all ships
- Size dependent on ship size (linear or exponential function based on longest ship dimension)
- Size dependent on module placement (similar to the way power works, or the way engines used to work, grouping bonus, etc.)