@Brisc_Rubal
As matters stand, you need to fit many lows an use a good chunk of your ships calibration to have a half decent chance of jamming a ship. This explicitly precludes fitting a solid tank to the ship, since you need to use multiple lows, mids, and a good chunk of your ships calibration to have a decent chance of jamming you target.
Now, while you and others may complain that getting jammed out is not fun, the thing is that a hybrid or laser ship being neuted out is in the same boat. There are, of course, counters to these means of play. Cap boosters and batteries for neuts and operating capacitor heavy ships. Sensor Boosters and Signal Amplifiers for combating ewar.
Thing is, fights often last a lot more than twenty seconds. Even if I land a jam, you will likely still be alive, albeit hurt, by the end of that 20 seconds (Exception is probably in frigate/destroyer combat, where neither fits great tanks). If I miss that jam, I’m screwed. I’ll be dead very fast because, as I mentioned above, I just plain don’t have the slots available to fit a tank, since in order to give myself a half decent chance of jamming you, I had to use all those slots to boost my ECM.
It needs to be noted that no other form of ewar is subject to such requirements in order to make it functional. A Damp will damp at the same strength, without needing anything in your lows or rig slots. A Paint will paint the same way. Neuts, Webs, Scrams, Tracking disrupters, all of them take a single slot and operate at full and effective power without needing all those other support modules to function reliably. Furthermore, it is divided into faction specific modules that further limit it’s potential for use, so the ECM pilot has to plan ahead and only engage when they are explicitly fit for countering the ship type they are engaging.
And then a Sensor Booster with an ECCM script gets added, and I may as well be pissing in a river for all the difference I make. My jam chance against your ship falls from maybe 90% (Which I had to sacrifice most of my slots for) down to about 40%, and I am boned. It says a lot that you apparently don’t think a pilot who fits their ship specifically to kill a target person, and manages to catch them, should be allowed to kill them so long as what they fit with was ECM, especially given how easy it is to utterly screw it with a single module.
But lets say that, for the sake of argument, 20 seconds of no shoot back is too much. How about cutting the cycle time of ECM modules to 10 or even 5 seconds. Would that not address the issue? Neither of those would kill ECM as a solo PvP option. We get to roll more against your sensors, and you get more chances to break the jam, especially if you fit a sensor booster.
Don’t like frigates jamming out carrier fighters? How about changing it so that each jam jams only one or two fighters in the squadron, cutting the DPS but not eliminating it until the squadron gets drowned in ECM? It is already set up so only one fighter is lost out of the squadron at a time to incoming damage.
The change proposed here is ridiculous overkill and makes multiple hulls completely useless, for instance the griffon navy and rook. It also kills off solo ECM based PvP entirely.