Signature radius only way to reduce it is via the Halo implant, that’s it.
To my knowledge, everything else, just increases it.
Maybe Skirmichers modules links I thought but no, those are for agility, like the nano-structure…
But it could well be also a new kind of Skirmish Mindlink module… that could work by itself….
Or
Introduce a new class of Electronic Stealth modules and Meta-paint modifiers items and modules.
There could be some kind of “Cloaking paint” module, maybe for high slot…. because Cloak…
but it should also be applied or could also be applied as a “meta-material” on some middle slots as well… similar to a shield extender but what it does is applying an extra layer of super-cloaking paint
so it reduces the signature radius of the ship…
Or some kind of “super-paints could be sold on the market something like the mutaplasmids, but with more stable outcome, and applied to to existing “Thukker” shield extenders, which together with RF and CN are some of the best, could make for some extra stealthier modules…
If we could add this extra paint layer to Abyssal modules too then wow… the situation could run out of hands real quick…
But staying on the High Slot prototype it could be some kind of electronic “stealth” paint, this could be active and require cap and have cycles to it, require cloak skills and new ones…
Whilst the “passive” Meta-paint could be a mid slot module, or both active and passive, and also a sort of Mutaplasmid, without being one, but on the same concept, that could be applied to a shield extender module, and maybe even a variation for MWD Drive to lower Sig Boost…
Not in the same Mutaplasmid category, but summable. With cumulative effects if used in combination with Abyss modules.
Last but not least this “coat” paint could also degrade… so there could be various Quality levels…
The Top Tier should never worn out, but the lower tier could last for only up to one year… with the mid tier lasting longer, about 4 years… Every module now would have a sort of expiration date meta-tag that would add up to the cost of the system, so in pure practicality, this should be evaluated…
Which benefits would bring to the Eco-System this kind of “Stealth paint” (Mid-slot-module) , “Electronic Stealth” (High slot module) and “Sig reducer” (Mid-slot modules permanent or with expiration date effects) as well as maybe a new kind of Drug that would help your Clone to better interface with this “Electronic Stealth” Systems and further reduce the Sig Radius (Drug item)
A Degraded item should be repainted but it should also maintain its primary Sig attributes or could it deteriorate the module? Painting a Module would change only the attribute for you or for everyone else and thus, the market should know, visually, that that module is not the same anymore or could it just come back to normal and be sold again as for example an Officer Module that you don’t want to compromise it to be an “Abyss module” that the market can’t distinguish from one another?