Signature Radius reducing modules?

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?

evasive manouvers charge in a skirmish link and the x-instinct booster also reduce sig. The signiture radius supressor is a mid slot module for battle ships that also passively reduced sig.

OK, Thanks, I wasn’t sure on the Skirmish.

Both solutions require either a Command ship or a Battleship to use.

I never figured out the signature radius suppressor in practice….

Actually I don’t even rememeber when this module was introduced…

I didn’t know the existance… it look svery similar to the BURST ECM module

This device uses a variety of emissions suppression and masking methods to reduce the overall signature radius of a ship observable by enemy sensors and represented in targeting computer algorithms. Signature radius suppression has the advantage of increasing the time to lock of enemy targeting sensors, while also reducing incoming damage from almost all weapon systems by confounding enemy firing solutions and proximity detonators.

This device operates in both passive and active modes, providing a small benefit through passive emissions reduction and a dramatically enhanced benefit in active masking mode.

I tried it in simulation fit and wow…. down to 100 mts… from 400….

I went out for a buying spree…

I burned out a couple of Thukkers and Unstable Mutaplasmids…. 500Mil vaporized…. reprocessed So i don’t fet to see the abomination I created… the third one…. phew… It stayed the same as much as Sig Radius, but got a boost to the maximum HP…. So I kept it and called it a day…

I learned that the Synth X-tinct also is the only one that gives the Sig-Radius bonus without the massive EHP and falloff-range drawbacks… So I got a few of those as well as a couple new Skirmish modules to try out where I can…. now the T2 Destroyers makes a bit more sense…

It’s a pity that the Skirmish modules can’t be used in the Abyss anyway…

Tactical Destroyers could make very good use of them….

And for the Battleship module… there was a 35 Billion officer Module…. and the T1 version…

and nothing in between…. So it appears like I just awakened from a long sleep…

But couldn’t this practice be more widespread???

I mean, the Mutaplasmid thing is really terrible for Capital perspective….

No-one would ruin an Officer module for it to be called “Abyss” and the market refusing to see it for what it really is…. and all those negative stats… there should be more talk on this, separately…

My new Thukker Mutaplasmid costed me 500 MIl….

You already found the implants and Signature Radius Suppressor module.

Those two are the main sig-reductions you can get, besides some ship-specific bonuses like the Prospect has.

Other sig reductions are reductions of signature increases, like the shield rigging skill (to reduce the sig penalty of shield modules) or the Scimitar’s bonus per level to reduce the sig penalty of shield extenders.

Besides those… not much.

But that’s not an issue!

Usually Signature Radius is only one part of the equation.

For speed tanking you not only can reduce signature radius but also increase your speed with similar effect. Both of those will decrease the damage you take. Add overdrive modules, an overpropped afterburner and some skirmish links and you can reduce damage taken a lot.

And for defense against combat probes not only reducing signature radius makes you harder to probe, but also increasing your sensor strength does the same thing. So if that’s what you worry about, also add sensor boosters with ECCM scripts, signal amplifiers or another set of implants.

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try the draugur

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I Just Did!! :smiley:

Signature Radius reduction is an incredibly powerful mechanic.

I once flew a tackle Dramiel with high grade halo implants, links and strong x-instinct booster.

My sig was smaller than a Warrior II.

Once I got a hold of something, they were basically toast once my backup arrived. Almost nothing could reliably hit me. Even RLML platforms, usually the scourge of frigate pilots, could barely apply damage.