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Zarch AlDain
GK inc.
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Posted - 2010.06.28 10:40:00 -
[1]
This idea comes from continuing the flexbility of the T3 ships and their modular hulls.
Tech 3 mods would have identical stats/fitting/etc requirements as the tech 2 equivelant.
They might have slightly better heat absorption but only a bit.
The main advantage though is flexibility. While your ship is in space you would be able to right click any T3 module. On the same menu as reload/etc you see a "replace with" submenu, inside that is a list of all modules in cargo that use the same power slot (low/mid/high) and which the ship has enough CPU/Grid to run.
When you select a replacement the existing mod goes offline and disappears into the cargo hold and the new module appears in its place. The new module is offline at first but after a balancing-determined period of time (possibly different for different mods but I'm thinking 20 or 30 seconds as a starting value) it comes online.
There might be a small (say 5 or 10% cap cost) for doing this as well, nothing like the current 90% onlining cost though.
Thoughts?
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Zarch AlDain
GK inc.
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Posted - 2010.06.30 19:15:00 -
[2]
If the ship is immobile for a minute to do this then it becomes pretty useless.
After all you have the extra cost of T3, + the cost of carying around your refit with you, all for no direct stats bonus over T2.
For PvE people being able to hot-swap hardeners in a mission, or for PvPers being able to switch some of their ECM mods or swap trakcing disrupters for something else if vs missiles, or whatever is all nice - and people would go for it - but it gives you very little other advantage over T2 so I don't think it's overpowered.
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Zarch AlDain
GK inc.
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Posted - 2010.06.30 20:55:00 -
[3]
Originally by: Imiarr Timshae Better suggestion for T3 mods : Slider Selection
Drag the damage modifer bar up, range decreases, Rof decreases, cap usage increases. etc
Simples
Well PvP you would (nearly) always put cap usage to max then slide the damage/range to whatever range you are at.
It's not a bad idea but it's limitted in applicability to certain mods and it only does what ammo already does all over again. It would also be a nightmare trying to fit them into the GUI - heat is already fiddly enough!
Switching mods would allow something new, this just seems like a rehash of ammo which we already have.
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Zarch AlDain
GK inc.
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Posted - 2010.07.02 23:17:00 -
[4]
So I guess the stunned silence means no-one hated the idea but no-one really liked it either :(
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Zarch AlDain
GK inc.
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Posted - 2010.07.03 12:57:00 -
[5]
I don't agree it would need a complete rebalancing either - after all T3 would not allow you to exceed anything T2 can do, it just allows more flexibility in the field and you pay a high Isk cost for that!
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