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Thread Statistics | Show CCP posts - 5 post(s) |

Alticus C Bear
University of Caille Gallente Federation
31
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Posted - 2012.01.17 16:21:00 -
[1] - Quote
So many ideas apologies if some of these are already listed
Defence
Dual resist mods
Armour repair booster, scriptable to provide resistance or armour repair bonus
Repair module that provides resistances or a htipoint bonus when offline
Scriptable resistance mods not as good as hardeners
Dual resist mods - perhaps EM/THERM and KIN/EXP
High slot missile defence system, not turret or missile hardpoint based, perhaps reduces missile velocity or decreases explosion radius of incoming missiles.
Change Shield/Armour rigs into passive/ active defense rigs, weak omni resist rig in active section, allows active armour better keep pace with passive shield.
New rig that adds calibration could have powergrid drawback but adds 100 to 150 calibration, this may allow better fitting of T2 rigs on three slot rig ships.
Offensive
Energy feedback projector - High slot module that reduces neuting effects from target ship perhaps even has a partial reverse effect i.e. neuting ship loses cap.
Could expand this through to further E-war perhaps a scriptable mod that jams the jammer, paints the painter etc? Or imagine even warpdisrupting someone and finding yourself disrupted.
Mid range T2 Ammo
Ammo that partially penetrates a single defence layer through shields inflicting armour damage and penetrates armour inflicting structure damage.
Heavier weapons in each class, perhaps instead of extra fitting reduce calibration points
Terrain - Bombs/bubbles/ disruption field generator general e-war type area effects: -
Missile velocity reduction
Optimal Range reduction
Reduce Shield/ Armour hitpoints or remove bonuses provided by warfare links or rigs/modules
Increase cap use for modules
Webify ships
Increase sig radius of ships
Perhaps combine some of the above to operate via scripts to provide flexibility or perhaps reverse affects to provide bonuses.
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Alticus C Bear
University of Caille Gallente Federation
55
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Posted - 2012.07.17 22:26:00 -
[2] - Quote
Even in a drone hit point bonused ship I am finding my drones very vulnerable to attack removing key DPS.
Drone Damage Control Unit
Provides Shield, Armour and Hull resistance bonuses (hull is currently zero and yet most drones have a fair amount of Hull hitpoints.)
High Slot Mod
Requires activation, and therefore vulnerable to neuting
Fitting requirements similar to turret weapons, sizes mean larger ships need appropriate sized mods.
Small - Affects Light Scout Drones CPU 9 PG 6 Medium - Affect Medium Scout Drones CPU 20 PG 82 Large - Affects Heavies and Sentries CPU 33 PG 1040
Drone Nanite repair field
High Slot Mod
Requires activation, and therefore vulnerable to neuting
Fitting requirements similar to neuts, sizes mean larger ships need appropriate sized mods to get range benefits for expected engagement ranges, ranges give a small amount of leeway to not be active against an opponent at the edge of the expected engagement range.
This Mod Repairs Hull and Armour of drones with range. Heavier Mods rep more.
Small 7.5km Medium 20km Heavy - 40km
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Alticus C Bear
University of Caille Gallente Federation
55
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Posted - 2012.07.17 22:31:00 -
[3] - Quote
Target Transfer Relay
Range 250km
Is used on friendly ship, allows that ship to target any ship you are also targeting regardless of range.
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