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Riieck
New World Industries Inc StoneGuard Alliance
1
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Posted - 2012.07.14 15:54:00 -
[1] - Quote
A series of modules that can modify fitting slots in ships:
A module that goes in a slot (thereby killing that slot) and opens up a new slot elsewhere, as in:
High Slot Launcher Enabler - Requires 1 mid slot and a certain amount of CPU/ Power. Would take from the overall capacity of the ship while adding a new launcher slot, adding a launcher would then subtreact more from the CPU/Power pool. (Drake pilots rejoice on having that missing 8th launcher!)
Mid Slot Cloak Processor - Why are Viziam/ Kaalakiota/ CreoDron/ Thukkers/ etc. the only people who get to tinker with a ships wires? Get to have the fun of a ship developer and make your own black ops ship. Possible symptoms include dry mouth, constipation and a CPU/Power draw sigificantly different from established ship designers. Requires 1 high slot, purchase is neccesary. Offer not valid in participating subsidiaries. Offer while supplies last.
Low Slot Module Shim - Armor plate too thin? Do your weapons overheat and no place to put that heat sink? Extra mid slot to spare? Add this module and solve your ill-fitting problems!
In summary: High and mid slots get a specialized module to put something that needs very specific requirements (turret/launcher/bonus to CPU/ Power). Additionally High/Mid/Low slots get a module that adds a slot but without any particular requirements. All modules use a certain ammount of CPU and Power to work, even those that give out bonuses.
A T2 variant for any of these would decrease CPU/Power requirement or give other/better bonuses) A good skill match could be Jury Rigging (IMHO it might be too low a skill for a module like this, but you are jury rigging your ship so I'm out of suggestions) or a derivative thereof. T2 could possibly use Rigging skills of the type of module in use. |
Tomcio FromFarAway
Singularity's Edge
129
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Posted - 2012.07.14 16:08:00 -
[2] - Quote
The concept itself is actually quite interesting. Get one slot of your choice for one other slot and some cpu/pg. It could really expand on variety and make for some very interesting and unexpected fits. Could be extremely hard to balance but seeing that this game is as far from balance as possible it shouldn't be a problem |
Messoroz
AQUILA INC Verge of Collapse
271
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Posted - 2012.07.14 16:49:00 -
[3] - Quote
Tomcio FromFarAway wrote:The concept itself is actually quite interesting. Get one slot of your choice for one other slot and some cpu/pg. It could really expand on variety and make for some very interesting and unexpected fits. Could be extremely hard to balance but seeing that this game is as far from balance as possible it shouldn't be a problem
Well if the CPU/PG penalty was percentage based then it should be easily balanced. (Otherwise it would be unfair to frigs and too easy to get around on battleships). |
Riieck
New World Industries Inc StoneGuard Alliance
2
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Posted - 2012.07.14 20:47:00 -
[4] - Quote
Messoroz wrote:Tomcio FromFarAway wrote:The concept itself is actually quite interesting. Get one slot of your choice for one other slot and some cpu/pg. It could really expand on variety and make for some very interesting and unexpected fits. Could be extremely hard to balance but seeing that this game is as far from balance as possible it shouldn't be a problem Well if the CPU/PG penalty was percentage based then it should be easily balanced. (Otherwise it would be unfair to frigs and too easy to get around on battleships).
You could also make it like rigs where you have small/medium/large? It might be disaster on the items DB for all of the new units. The percentage idea is good, but because every ship is differently balanced, the module may be unfair on certain ships.
Also, how bout a percentage based on the new slot usage? If you need a high power with a lot of CPU, then the module will use a lot more CPU, etc. etc. This way you can limit a "Turret Mount module" (with power bonus to turret) to just be able to fit the right sized turret (fit a capital on a frig and the slot will consume more than the frig can handle, for instance)...
I like how this discussion is turning up. Keep sending suggestions in! |
Cpt Arareb
Ideal Machine
25
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Posted - 2012.07.14 23:23:00 -
[5] - Quote
+1000000000 to this Idea love it !!! |
leviticus ander
CATO.nss
192
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Posted - 2012.07.15 01:27:00 -
[6] - Quote
a major problem I see with this if it lets you fit more guns is, what about ships like marauders, or the bhaalgorn? they could be jurryrigged to have the equivalent of 14 or even 16 guns, some of those ships also have a damage/ROF bonus for an extra 25%. |
Gerrick Palivorn
Caldari Provisions Caldari State
284
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Posted - 2012.07.15 04:53:00 -
[7] - Quote
Supported as long as the cpu/pg usage is percentage based, it is a rig, and it doesn't increase turret/launcher hardpoints. Also it cannot increase the slots above 8 (no more than 8 high/med/low slots). |
Sobaan Tali
Caldari Quick Reaction Force
63
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Posted - 2012.07.15 07:20:00 -
[8] - Quote
Oh, this is too good! CCP, get in here and do your magic, damnit. +1
As far as hardpoints go, maybe a launcher trade-off for a gun or vice versa? Even if not, just being able to tinker with the high-med-low slot layout would be fun. |
leviticus ander
CATO.nss
192
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Posted - 2012.07.15 08:39:00 -
[9] - Quote
Sobaan Tali wrote:Oh, this is too good! CCP, get in here and do your magic, damnit. +1
As far as hardpoints go, maybe a launcher trade-off for a gun or vice versa? Even if not, just being able to tinker with the high-med-low slot layout would be fun. yeah, but could you imagine an 8 gun blaster kronos? that would be like 20 neutrons tracking like a beast. |
Riieck
New World Industries Inc StoneGuard Alliance
4
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Posted - 2012.07.15 13:33:00 -
[10] - Quote
The CPU/Power Penalty should limit the ammount of launchers/turrets. Maybe an additive penalty for the extra high slot module if the normal limit is not enough?
BTW, good catch, I hadn't thought of the marauders, but still, fit would lower available mid/low slots and the resources to power them, so maybe you'd get higher DPS but at the cost of paper thin shield/armor?
In any case, I think its feasable enough that it could be tested/ balanced to where a ship is not overpowered. The modules should be to add that one last slot that you "need", not to redo the whole ship.
As for it being a rig, I think it could work, but the idea is to hold up a high/mid/low slot in exchange for another slot. Could CCP maybe have a rig requirement to the module so that you would need to add a rig (think a ship reconfigurator rig) and then the module(s) of your choice? (personally this might be a bit convoluted, but hey I am just putting the idea out there.)
Thanks for the feedback, keep it coming! |
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