So in answering a different thread, I decided I wouldn’t hijack their thread. Making a new one for a thought.
What’s the difference between RSD and ECM?
An armor Lach with 4x scripted RSD can reduce your average ship’s lock range to less than 10km. You can be scrammed from 15k away, webbed from 60k away, and you’re utterly ■■■■■■. The same counters for RSD exist for ECM, so that’s yet another similarity between the two.
The only difference? There’s no RNG for RSD. You’re damped out and totally ■■■■■■. ECM otoh can miss, and then you’ve got a slim chance.
Interestingly, RSD is Gallente and ECM is Caldari. Mortal enemies.
So, why not make them work in diametric ways?
Make RSD have a very short optimal, no falloff. You have to brawl with an RSD boat. In doing so, your fleet can be safe and you can simply catch reps from the fleet that they can’t put pressure on.
As Gallente are about hybrids and drones, it kind of fits. You damp out their ship, they can’t shoot your drones which orbit - your blasters are already good to go cause you’re in brawling range. Counter is to shoot the damps which are almost assuredly to be in range of your guns. Being generally armor tanked, the RSD boats should be able to take it.
Make ECM have an inverted optimal. The farther away you are, the stronger the jam is. 100% chance to jam at optimal range, 0% chance to jam at 0km, with an exponential approach to 100% as you approach optimal.
As Caldari, typically you’re all about the missiles. Which are known for their exceptional range. Maintaining range becomes valuable for them. Counter is things like MJD, MJFGs, prop mods.
I’m not married to the idea, it’s just a thought.