
Serge SC
The Valhalla Project
38
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Posted - 2012.09.25 04:09:00 -
[1] - Quote
I might've skipped a few posts, but here are some ideas perhaps:
Offensive / E-War Modules
1. Slowness Bubble - Pretty much like a warp disruption bubble, affects AB and MWD effectiveness, reducing maximum speed of ships while inside said bubble. Can only be deployed in systems below 0.4 security, requires same or similar skill set and levels for warp disruption bubbles. Specialized ships like Interdictors and Heavy Interdictors can further increase the base range of the bubble. Bubble cannot be deployed in close proximity of a warp bubble, to avoid complete overlapping and abuse.
2. To-be-named - High slot AoE active module which uses charges to function. Randomly affects effectiveness of electronic systems on a vessel reducing the weaponry effectiveness, making turrets and launchers cycle slower and/or take longer to reload. Limited range (5km base range + 5km falloff at highly reduced effectiveness) with small charge cargo and long reload times. Charges have big m3 and can't be carried massively. Skills affect range of AoE, effects do not stack with other ships using the same module. Restricted to 1 per ship.
3. Modified Webifier II - High slot E-War module which affects maximum speed of target vessel. Requires a free high-slot. Skill set and level equal to that of the Webifier II. Effectiveness can be modified by skills. Module can only be equipeed on attack frigate and cruisers with their specialized variants. Battlecruisers, Battleships and Capital ships may not use these.
4. Web-scrammer. Directed midslots that requires activation on a target. Module disrupts the warp drive capabilities of the target while also reducing the maximum speed. Module is less effective than a dedicated warp disruptor and a dedicated webifier. Same range as warp scrambler, same strength as warp disruptor, 40% reduction of target's top speed. Capacitor usage is greater than the modules it replaces. Ship Modification / Fitting Modules
1. Drone bandwidth amplifier - Passive low slot which increases the bandwidth of the ship by 5mbps pero level up to 25 extra mbps at level 5 for the user. Module may or may not increase drone capacity by a fixed modifier.
2. Calibration expander - Passive low slot which increases calibration points of the ship by 150 points. This extensive modification greatly reduces the structural integrity by a fixed value. Module is practically fitting-free, using only 1 unit of powergrid. Modules is affected by stacking penalties.
3. Slot increment +1 - Rig that increases the amount of mid or low slots available for fitting on the ship (1 of each can be specified). This module can only be used until the maximum numbers of slots is filled (ex. a nigthmare can fit for an extra med slot, but no more, as the maximum 8 are in place). This rig reduces the ship's maximum capacitor charge and decreases recharge rate. Alternatively, rig can increase signature and reduced speed of the ship. Mechanics 5, hull upgrades 5 and Jury Rigging 5 are needed for T2 version, which has lesser penalties compared to T1. Module cannot be used on T3 hulls or capitals.
4. Light structure - Low slot that reduces the ship's signature radius at the expense of armour integrity. Module suffers from stacking penalties with other modules that affect the same attributes. Hull Upgrades skills reduces the penalties to the reduced armour amount.
Defensive Modules
1. Adaptive Invulnerabilty Amplifier - Passive midslot that increases the ship's shield resistances by a base amount. This skills is affected by the resistance compensation skills, increasing the effectiveness of said module. Module is affected by stacking penalties of other modules affecting the same attributes.
2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs! Each faction gets an improvement over the others based on their main method of tanking. Example: Caldari Navy Damage Control has increased shield resistances while lowering both armour and structure resistances. Imperial Navy Damage Control greatly reduces the shield bonuses and focuses mainly in armour resistances. Federation Navy increases both armour and structure by giving away the shield resistances. Republic fleet gives away the structure resistances to further edge on shield and armour. Same as Damage Control use, consumption and limitations.
3. Extra large Shield Extender - Passive midslot. Greatly boosts the shield amount of the ship by a percentage by also increasing its signature radius significantly. Module is affected by the Shield Management skill, increasing 5% to the given capacity per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Module requires CPU to work.
4. Heavy plating - Passive low slot that greatly increases armour amount of the ship by a percentage by greatly reducing the ship's agility. Module is affected by the Mechanics skills, increasing 5% to the given amount per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Requires available powergrid to work.
5. Collision deflector. "Passive" midslot that reacts using the ship's energy to reduce the incoming damage. Module does not reqModule consumes the ship's capacitor in order to absorb a percentage of the incoming damage, equal to an X amount of damage received. New skill required, that improves the effectiveness of the module, by reducing the capacitor consumption per level. Module works on a chance factor base to reduce damage.
I think those are all the ones I can think of right now. Any thoughts? I can detail each one more, and some extra balancing would be required to make it feasible, but the main effects would be those as described on the post. Serge SC Le Frenchman Friendly FC |