Hello... I did a search on tractor beams and the closest thing related was an archived conversation with last comment made on 2006, so instead of necrothreading that I decided to make a new one to ask some questions and present an interesting idea I got out of the blue while thinking about something completely different. The last comment in the archived thread was this:
(...)The tractor beam trick cannot truly be done with FreeSpace.
Cannot be done, huh? Well we all know that it is possible to change enemy's momentum with weapon hits. Morning Star does that, but for a tractor beam, the effect should be reversed obviously.
So I got mainly two questions.
1. Is it possible to reverse the Morning Star's effect on ship momentum? So that it affects the radial velocity of the target
towards the weapon firing, instead of repelling it?
2. If yes, can it be applied to turrets as well as primaries?
If (and only if) the answer to both questions is "yes", then it should be relatively simple to
-set damage to zero
-set firing rate to rather high
-set projectile velocity to very high to increase accuracy (as well as AI accuracy)
-set the effect to black/transparent 2x2 pixel
Any chance that someone would bother testing it? If it works, wouldn't it be relatively simple to place a few of these around an ISD hangar. They would be limited so that you'd only get into the hangar if the ISD's hangar was pointed generally towards your direction, but who cares, it'd still be awesome IMHO.
Also, this kind of tractor beam would have several interesting in-built characteristics:
1. It's effective range isn't defined only by the point where the weapon's projectiles "disappear" acording to the table. By doing evasive maneuvers you would be able to avoid the beam "locking" onto your ship, just like with other weapons. So, the closer you go to the ISD or whatever using the tractor beam on you, the higher the risk of being hit and eventually caught in continuous stream of the weapon's "particles"
2. Lightweight ships would automatically be more prone to this weapon since the amount of inertia change would be definite. There could obviously be heavy tractor beam turrets and light tractor beam turrets for, say, pulling Corellian Corvettes or fighters (respectively) towards the hangar bay. If a heavy tractor beam would hit a very lightweight ship, the change of momentum given to the fighter would probably propel it towards the turret at rather high velocity...

3. Multiple turrets (or projectors, should I say) would add to the effect so that eventually you would be positioned in the center of the hangar bay, which could work as a mission ending trigger and/or docking sequence initiation trigger.
Just tell me would it be possible to do it this way? Obviously it would be possible to write the mission so that it would disable controls and continue flying on pre-defined path but that'd be the same every time, whereas in this case you could even try and destroy the projecors with well-placed shots, before being dragged to critical distance that triggers mission ending.