| Pages: 1 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
|
Posted - 2009.06.28 15:58:00 -
[1]
T2 didn't stop at AF's or HACS. It also extended to modules, offering increased performance with the penalties being increased skill and fitting requirements.
So what about T3 modules? I think they should be added and they should have performance approaching deadspace mods. But they should have savage penalities for their performance.
For example, T3 shield and armor hardeners could offer a resistance boost on par with deadspace mods but with penalities to targetting speed/range or to ship velocity. These penalties shouldn't necessarily hinder the benefits they offer as that would somewhat defeat their purpose.
Another example could be the introduction of T3 weapons that have their own specialised ammo (adding one more damage type for each race's weapons like explosive for hybrids, kinetic for lasers and all four for projectiles, and T3 missiles having two damage types each), but fitting them could reduce shield and armor resistances by an equal percentage, eg: 2% per T3 weapon fitted.
These are just ideas I'm throwing out there to make T3 mods interesting while not making them uber beyond T2. |

Ausser
Cybertech Industrials Agency
|
Posted - 2009.06.28 17:33:00 -
[2]
Edited by: Ausser on 28/06/2009 17:34:08 More content is nice, the more puzzle parts we get for this multi player puzzle the better.
I dont think the new ones should be 'just more powerfull' than the old ones. They should be just 'different'. Like you've sayed, and you are right.
In other mmo games, devs often choose the way of 'more power' since the new stuff comes with a new expansion, which must be extra payed by the player base. Thus either you pay or you cant compete. Eve is different here and does not need such odd strategy.
I would love new 'different' stuff.
Infinion had a great idea here how intriguing different new modules could look like. (feel free to contribute/bump) 
|

Ausser
Cybertech Industrials Agency
|
Posted - 2009.06.28 17:47:00 -
[3]
A possible issue came up while thinking about this new t3 stuff.
T3 would come from sleeper space. Can sleeper space supply enough material for the masses?
I'm asking cos i'm not a full time habitant of ws thus dont have any idea how limited the supply would be. It should not end up as new high-end gear with extraordinary prices only usable for pve in high sec. |

Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
|
Posted - 2009.06.28 18:07:00 -
[4]
Originally by: Ausser I'm asking cos i'm not a full time habitant of ws thus dont have any idea how limited the supply would be. It should not end up as new high-end gear with extraordinary prices only usable for pve in high sec.
I don't see supply being a big problem. I found a wormhole with 20 sleeper sites adjacent to the w-space system I was in and it doubled the amount of salvage I had amassed over the previous two weeks. I had several hundred units of different salvage items and over 100 neurovisual input matrices(which go for 5mill+ each until this next patch). I made 670 million isk with one big sale. There's plenty of stuff out there but you have to be willing to set up a pos and do it fulltime.
If this patch really does fix the shortages of specific salvage items then T3 ships alone are going to crash in price. Modules wouldn't be hard to add to the mix. |

Tommy Blue
|
Posted - 2009.06.28 18:16:00 -
[5]
I agree that t3 modules, if they are ever to exist, should be different, not just super powered. T3 modules could have the same stats as their t2 counterparts with a possible higher fitting req, but along with it comes another bonus, like a ship bonus.
e.g. Each 425mm T3 railgun gives 1% more armor/shield/hull (all or one). Each 1600mm t3 plate gives 2% better tracking.
Bonuses could be related to the module or a different ship system. |

Doomed Predator
The Graduates Morsus Mihi
|
Posted - 2009.06.28 18:28:00 -
[6]
Well, an idea for T3 weapons could be that they would have normal firing mode like the current T1/T2/faction/etc. we have now and a special firing mode, for example:
-T3 missile launchers that can launch 3 torpedoes at the same time but get a 200% increase in RoF, something like an massive alpha strike to if you can't sit around the hostile for very long.
-T3 Autocannons that get an XXX% dmg increase,but they become very inacurate, like medium autocannons go from a 125m signiature resolution to 400m, maybe add a clip size and reloading penalty to it.
-T3 beam lasers all focus in the same spot on the targets causing more damage and heat damage to the target, but their tracking becomes the equivalent of X-Large Arties.
-T3 rails use up aditional cap per shot(XXX%, not meant for sustained attacks) but do 20% of their dmg to the shields/25% to armor and 55% to the hull. Basicaly they punch throughall your defenses.
T3 tanking mods could become scripted, so for hardeners you could adjust your resists on the fly, but maybe take a X% penalty for a different resist.
T3 MWDs and ABs could use some sort of fuel giving you a much more effcient mod for the same speed as long as you had the fuel. as in as long as you have the fuel cycle time is increased X times(but checks every 10 seconds if you turned it off so you're not stuck MWDing 45 seconds)
T3 NOS that can go XX% bellow your own cap ammount
T3 Neuts that cause some heat damage
T3 Cap batteries who give secure cap that can't be NOSed/neuted
Posibilities are limitless, but the hard thing is introducing stuff that fills a role,is not overpowered and isn't just a gimmic. |
| |
|
| Pages: 1 :: [one page] |