
Grenn Putubi
Swag Co. SWAG Co
54
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Posted - 2014.05.22 19:12:00 -
[1] - Quote
Morwen Lagann wrote:Scanning through the thread (hurr hurr), I've seen a few decent ideas.
- Only requiring the modules to be active for combat probes. - Adding a new set of active modules, and keeping the passive ones
One I'd like to suggest is giving them similar functionality to what active armor and shield hardeners had before they were tweaked: their usual big bonus to resists when online and activated (55% for T2), and a much smaller passive bonus for when they were online but not activated (5% before skills, iirc).
Currently the scanning modules are set up so that the T2 module provides twice the T1 module's bonus. I'll keep that in these example numbers - bear in mind I am not entirely familiar with the calculations so the numbers I suggest may be too small or too large. As a general rule I am making the "active" bonus about 25% stronger than the current bonus, and reducing (but not removing) the passive bonus to about 50% of current values. This way the T1 active bonus remains larger than the T2 passive bonus, but the passive bonuses still provide a small but tangible benefit.
Scan Acquisition Array I Activation Cost: 10GJ Activation Time: 12s Scan Duration Bonus (Passive): 2.50% Scan Duration Bonus (Active): 6.25%
Scan Acquisition Array II Activation Cost: 12GJ Activation Time: 12s Scan Duration Bonus (Passive): 5.00% Scan Duration Bonus (Active): 12.50%
Scan Pinpointing Array I Activation Cost: 10GJ Activation Time: 12s Scan Deviation Bonus (Passive): 5.00% Scan Deviation Bonus (Active): 12.50%
Scan Pinpointing Array II Activation Cost: 12GJ Activation Time: 12s Scan Deviation Bonus (Passive): 10.00% Scan Deviation Bonus (Active): 25.00%
Scan Rangefinding Array I Activation Cost: 10GJ Activation Time: 12s Scan Strength Bonus (Passive): 2.50% Scan Strength Bonus (Active): 6.25%
Scan Rangefinding Array II Activation Cost: 12GJ Activation Time: 12s Scan Strength Bonus (Passive): 5.00% Scan Strength Bonus (Active): 12.50%
Thoughts?
If any changes are made these are the ones that need to happen. I have to argue though that the passive bonus for the T2 modules should be equal to or greater than the active bonus for the T1 modules. You can't use the T2 modules without having lvl5 in the related skill and taking those skills to lvl5 is a very big investment since they're x5 or x8 skills. Spending 3+ weeks training for the T2 modules should get you a significant improvement over the T1s, if not the T2 modules should be changed to only require lvl3 or lvl4 of the associated skill.
Also, the active bonus for these modules should be greater than the passive bonuses they currently provide. If you're forcing us to be vulnerable while using them then we should get a greater benefit than we currently receive. Risk vs Reward...increasing the risk without increasing the reward isn't how the system is supposed to work. The scanning changes and these modules have been in play for a very long time now, some experienced players may not even know there was a time they didn't exist. They've been on your list a long time, but clearly they weren't a priority so they couldn't be overly imbalanced. Small changes may be warranted, but making them active isn't a small change it's a huge one. |