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About Intediction Field related technology

I think we've already slowed down the setting enough. We've gotten to the point where we are going to be waiting multiple rounds for weapons to move from one ship to the other and I don't think adding time delays on top of this is going to be any fun for players.

I'd also like to see results for extreme overpowering of interdiction fields, like in the 10 on one range. Ultimately I'd like to see rules for how much output is needed to entirely overcome interdiction effects.

And saying that you are either caught or you're not is a massive oversimplification of what should be going on here. Just like ECM and ECCM each should have a varying degree of effectiveness and each should be able to be entirely negated by a strong enough output. You've stated you aren't a fan of realism in how things work in the RP but I know people will appreciate having degrees of freedom in how they use and combat FTL.
 
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