
Koghrun Amman
LEGION OF PROFESSOR CHAOS Darkmatter Initiative
2
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Posted - 2012.05.15 04:31:00 -
[1] - Quote
A. As many others have suggested, fixing many T2 modules to actually be fittable on real ships when skills are maxed. Or make them worth the skill investment. T2 1600 armor plates, and xl shield booster II's come to mind. t2 ECM's only differ from their meta 4 counterparts by costing 16 CPU more and 19 More cap per activation. in all other ways they are identical. making them worse than the meta 4's. I'm only a year old, some of the ancient ones can probably expound much further on this list.
B. Even with the changes in crucible, hybrid weapon rigs are still unusable to caldari rail pilots, who without engineering 5 and adv weapon upgrades 3 min cannot even fit their ships without an RCU.
C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that.
One mechanism would be defender type missiles that can shoot down missiles targeted at any ship in fleet (prevents friendly missiles from being targeted) . This only hampers one kind of damage though so without balancing will never happen.
A second mechanism would be a "mirage colloid beam" that would work as an anti target painter (decreases target's sig rad). It would be an RR module with all the same stipulations.
A third would be a "shield overload module". It works like a combination of a shield transporter and a fleet booster's siege warfare skill or like a "projected shield extender". Basically for the duration of the module's activation (which would be equal to a shield transporter of the same size) the target would get a set bonus to shield capacity (also equal to a shield transporter of the same size [s/m/l 80/160/320]). Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates one large module. Player A's Shield HP becomes 2220 for the duration of the module's activation which on some ships could be infinitely sustainable Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates 4 large modules. Player A's Shield HP becomes 3180 for the duration of the modules' activation which without a specifically fit ship can only be sustained for a minute or so. Not sure if this is explainable or "realistic" for armor, but armor warfare skill exists so who knows. The question does arise of what happens to damage after the bonus goes away, but whatever the mechanism is for siege/armored warfare leaving system could be implemented.
A final solution would work similarly, but would be "projected resistance amplifiers" for either shield or armor.
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