I made a post on this already but I want to consolidate all my ideas to one post and go over changes. The module is a system lock. My first idea for it would be to stop the state change of modules, so if it were off it stays off, if it were on, it stays on. And have it only affect mid slots. Well, with a couple of posts and me giving it some more thought I agree with the idea that some things need to change.
So, my new idea for this type of mod. Have it be script based. The way this one will work is, you have a mod called, Module Counter Measures (MCM) and it holds one of two scripts a longer range cycle hindrance script, and a short range module lock script.
The MCM hindrance script increases the cycle time of all low and mid slot mods. This will increase the timer by X%. With this script, locked mods can change state, but it will just take longer to do so. The MCM module lock script, it will be a very close range, and it will per cycle lock a random x number of mods (low and mid) preventing a state change for y time. This means you won’t be able to turn off overload or on, turn on, or turn off locked modules.
The rigs for the MCM will have to be split between the scripts, and it would be wise to make some rigs not compatible. For instance, in regards to the MCM module lock, one rig can increase the lock time of locked mods, and another can reduce the cycle rate of the MCM. Obviously, the increased lock time means whatever locked is keeping that state on longer, but the other one increases the number of mods
that can be locked in a longer fight.
There are some defenses to this in the game already, shield users on the active side have a rig that increases the cycle rate of their booster already. That rig should get changed to a % so that it also serves as a defense when someone tries to MCM you. Passive Modules would not be affected by this. And because of the very short range of the lock script, people with fast ships should be able to leave the range of it. Also, people can do some form of workarounds by using a scram to turn off MWD, and on the more complex side, neut the guy to force turn off mods, then remote cap boost him back. The MCM should take a mid slot and be optimally used on shield ships, thus taking defense away from shield tanks.
Some of the downsides to this are gate camping. If someone can instantly target you, then lock you, you won’t be able to turn on mods to defend yourself from the gate camps. You can still use weapons as this MCM only targets low and mid slots, but all prop and defense mods can’t turn on. The other downside is active tanking fits would effectively be getting hit by a neut. They won’t be able to turn off booster to fix their cycle times.
One of the pros to this is in regards to cap warfare. If you are locked by this, your cap booster gets it’s state locked. You will start to dump cap batteries into your ship, even if it isn’t needed. I like this idea because it provides a new risk to cap warfare. Something to consider with this module is because the state doesn’t change, you won’t be able to change the targets of mid and low slots.
In conclusion, it’s a fun module that will have a play in all aspects of the game. It will play into active fits, speed tanks, and cap war. It is thematic with other Caldari e-war, and I can see it being used with the new ECM, which servers as a taunt.