
Beef Knuckleback
Pawnstars INC The Fendahlian Collective
7
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Posted - 2012.06.07 18:08:00 -
[1] - Quote
Kalel Nimrott wrote:Almost every role in the game is covered by a ship class or type, even the multiplataform role (T3 cruisers). Which possble role is yet to be fullfilled? Answer me that question and not what mods would you like to use and you have your new ship type. But I don't think it would be another multiplataform T3.
Spitballing. Small hull logistics is the only one I've actually put any thought into. Here's a few bad ideas .
Tech 3 rigs that would give a ship an extra slot or bonus (with enough of a penalty to something to make a pilot think twice). The subsystems skill isn't restricted to a hull size - make it a requirement to fit the rig/module and tie the rig bonus to the subsystem skill. Think "Caldari Offensive Systems V" being applied to a Rokh for hybrid damage, for example.
Siege module for Exhumers. There's a lot of butthurt about Hulks lately - how about a Super Duper Mining Laser that will fill your hold in one cycle at double speed while leaving the ship totally vulnerable (possibly with enough of a resist buff to make Logistics viable). One-off, with an extremely long cooldown/recharge period that persists past docking. Could turn mining into as much of a hit-and-run activity as ganking miners. Undock, run out, SIEGE THAT VELDSPAR!, run back, dock up, wait out the recharge/cooldown timer... which would be long enough that you've effectively traded mining yield for survivability. Exhumers have a survivability problem and this could be addressed in the typical Rock Paper Scissors fashion - sacrifice a mining laser for better survivability, etc.
Area Of Effect cloaking devices. Possible extension for the Destroyer platform - cloak a small gang with one module, but if one ship is uncloaked they all uncloak and if the bubble is "popped" by a ship leaving it, all ships uncloak. Restrict the module so that only one can be active within, say... a 200km sphere. Increase the decloak border from whatever it is now to 5-10 km. Throw in a cooldown to prevent easy abuse. Could spice up gate camps considerably.
Small hull logistics - either a Frigate or a Destroyer explicitly bonused to range and repair/transfer amount of small shield/armor/cap reps/transfers. Get some mileage out of all those small dirt cheap deadspace logistics modules.
"Tier 3 destroyers" - Destroyers bonused to fit medium guns. Seems a natural extension of the Tier 3 battlecruisers, though they'd have to be very carefully balanced and restricted to, say... four or five high slots.
Capital rigs.
Rigs or modules (or rigs AND modules) to increase drone bay and bandwidth at the expense of, say... cargo hold (bay) and slots (bandwidth).
With the possible exception of small hull logistics (which I think would be spiffy, as the Destroyer line is quite anemic), the game doesn't need more ships. It doesn't really need more modules - and any module added (like an Exhumer Siege Equivalent) should be balanced in such a fashion that you'd think twice about slapping it on. |