Blaza612
The Dog of Dissapointment
Two things that are VERY wrong here. First of all, that's how YOU would accept it, so far, you're the minority, I really don't see why it can't move, shoot or do anything. The only logical thing would be it uses a ridiculous amount of power, so you wouldn't be able to do much damage with weapons, if you were able to use them in the first place. The idea that we've proposed, that it just uses a lot of power, both makes more sense and will still create the need for fleet tactics. However, it will not FORCE it.If you're jamming, then the ship should become fully dedicated to that task and unable to move, shoot or anything else besides sit there and jam a sector. That would force those that wish to use a jammer to have a large fleet to protect it. In the meantime, you'll just have to protect that fancy jamming ship with tons of armor and astrotech beams. That's the only way I'd find this remotely acceptable and would force well thought out fleet tactics to use such a ship in battle.
The fact that you've used force, derails the entire argument. This game is a sandbox game, meaning someone should be able to create an interdictor with enough power that it can have a good interdicting module, yet be able to use it's guns properly. The way I see the interdictor module, is as the usual systems. However, the amount of the modules you place is used to counter the amount of warp modules the other ship has. So in order to jam a ship fully, you will need to either have a 1:1 ration with or higher, otherwise, it can still warp, not as quickly though. So a big ship would be able to easily jam fighters, and shoot, but not jam cruisers and shoot. It allow's for more diversity of ships, and creates new tactics, with and without the fleet tactics, such as multiple interdictor ships, with small interdictor modules, yet the number of the ships are able to jam even the biggest warp drive. You won't see stuff like that with what you've proposed.