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Pancakelord

Lord of Pancakes
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Apr 7, 2018
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Intro

Interdictors (most famously in star wars) are a kind of ship that pop up sometimes in sci-fi series. Their main role is to impede or prevent FTL travel.

Stellaris has interdiction in the form of FTL traps on starbases, with the right tech, which stop you passing through a hostile system without dealing with the starbase.

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Interdictor ships and Stellaris

Imagine a special ship module/section (maybe just for titans? Or just for cruisers to give them some purpose as support ships..) That will do two things:

1) Increase the Hyperspace windup time of any other hostile fleets in the system. This would let you lock down systems without a starbase - e.g. in big wars far from home, and let you chase down fast fleets with slow ones.

2) Decrease the chance of a successful combat disengagement.(I.e. damaged enemy ships will try to jump away, fail, and need to carry on fighting) - either for enemy ships or for both friendly and enemy (to make you think about when to use interdictors). This would let you build fleets specialised for hunting down enemies.

If interdictors are a titan-only section then you can make each titan interdictor module have really strong effects (e.g. 200% FTL jump time, 66% less chance to perform an emergency retreat) [effects wouldn't stack with allied ships] as there are few titans built, usually (at least in vanilla). This would effect all hostile ships in the system, irrespective of how many are present, either until the titan FTLs away, or it is killed (if the titan is killed in battle you could then see a whole wave of damaged ships immediately FTL away, which would look cool).

Whereas if interdictors are cruiser-based, you could have several, with weaker, but stacking effects, and calculate their effects as an average of the overall number of enemy ships.

• E.g. (numbers are just illustrative) 1 cruiser interdictor will increase FTL charge times by +200% for 10 hostile ships in the star system.
• So if there are 20 hostile ships present in the star system, the effect is only +100% on all hostile ships (and you would need 2 cruiser interdictors to hit that +200% cap for the enemies).
• This could further scale with ship class, so cruisers and below are all worth "1 ship" each, but battleships could count as "2 ships" (in the above example 1 cruiser could effect 5 battleships before hitting the cap), titan would count as 10 and a Colossus would count as, say, 50, so you better bring a lot of interdictors.


Crisis factions could get their own themed versions to make them a little more deadly for unprepared fleets.

TLDR I suggest a new ship section/type that would affect FTL charge rates of hostiles in a system (see above details) and the chance of a ship emergency retreating in combat when damaged.

Edit: it appears titans get subspace snares as auras (which are basically by #1 point above), I'd assumed this was from one of the many mods I use, but no it's in Apocalypse.
 
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In EVE Online, Interdictors are specifically Cruisers.

1. Yes, I often want this. So I can kill better.

2. No. It'll just turn Stellaris back into a game of One-Battle Wars like it used to be. It'll bring back the days of nothing but Doomstacks.
 
@OnyxAbussos

I've not played Eve but it makes sense on some level for cruisers to also be more support/utility focused (or even carrier focused) in stellaris as the other 3 main ship classes have pretty well defined places.

On your second point, I didn't go into the maths much as I'm not 100% sure how the game calculates retreats, but interdictor effectiveness could be offset in a combination of 4 ways:

1) Make ship-based interdictors a rare & expensive tech so it would be more of a late-game/high-tech empire thing that shakes up the game later on when economies are usually bigger and can bounce back from defeats a little better.
2) Make Interdictors cost alot of EC and/or some rare monthly resources (depending on their effectivenes) which could be anything from x.0 (multiple units of) gasses to 0.x (fractions of) darkmatter per ship.
3) Have soft caps on the chances of a ship to safely disengage. So if a damaged ship 'normally' has a 66% chance to retreat, with interdictors (no matter how many you have) that can at most be reduced to 15% - again I haven't looked up the retreat calculation so this is an example.
4) In the upcoming diplomacy update, if they add something like 'Weapons Ban' treaties - you could have nations band together to ban some of the more 'powerful' techs (like Colossi and Interdictors) - "powerful" in this context is anything that the AI in question: (A) doesn't possess (B) posseses but doesn't want any other nation to use (C) [to be cynical] anything the Devs decide that the AI has a hard time dealing with. They could embargo you to increase the unit cost of buying the relevant rare resources (e.g. dark matter) for interdictors from the intergalactic market place,
 
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I like it. Could need a different name though; I think Interdictor is the name of the smaller Gray Tempest ships.

That's a fair point, I went with interdictor as most people know it from star wars.

A quick thesaurus search turned up a few synonyms here's an example text I've come up with

The Hyperlane Oscillator [Rare tech]
Breakthroughs in Hyperspace theory have unlocked Hyperlane Oscillators. These ship-mounted devices exploit the esoteric nature of Dark Matter to propagate nth-dimensional waves through the immediate battlespace and local Hyperlane egress points, destabilising them, making Hyperjump calculations exponentially more difficult.
 
That's a fair point, I went with interdictor as most people know it from star wars.

A quick thesaurus search turned up a few synonyms here's an example text I've come up with

The Hyperlane Oscillator [Rare tech]
Breakthroughs in Hyperspace theory have unlocked Hyperlane Oscillators. These ship-mounted devices exploit the esoteric nature of Dark Matter to propagate nth-dimensional waves through the immediate battlespace and local Hyperlane egress points, destabilising them, making Hyperjump calculations exponentially more difficult.
Ooh, ooh! Make it have tiers. So like, tier 1 doesn't mention Dark Matter at all, but has a smaller effect on enemy ships. Higher ranks have higher effects. And lastly is a Dark Matter Oscillator like what you described, that you can only reverse-engineer from Fallen Empires.
 
Isn't this what the Subspace Snare titan aura does? Also the Communications Jammer does this on a starbase.

Yeah I think we already have interdictor ships.
Not really. What we have now makes it take longer until you can hit the big Retreat button. What OP's suggesting is it makes enemy fleets in-system - whether in combat or not - take longer to jump out, basically letting your fleet catch up to them.

Unless the Titan snare was changed when I wasn't looking?
 
Not really. What we have now makes it take longer until you can hit the big Retreat button. What OP's suggesting is it makes enemy fleets in-system - whether in combat or not - take longer to jump out, basically letting your fleet catch up to them.

Unless the Titan snare was changed when I wasn't looking?
You're right it only affects enemy ships in combat. It also reduces disengagement chance of enemies making them suffer more losses.
 
I like the idea of interdictor ships but i have to agree that thy just turn the game in to doom stack central.

Leving them as planitary and station assets is ther best compramise, though i would like to see a stronger vershion of the ftl blocker implamented