before i start i was talking about the armor “ship mod” regenerative armor i would like to see the following for it
Regenerates 3.5% (to 5.5%) of Max hull every 3 seconds. (Passive). Reduces hull strength by 5-15%. This will be ideally stacked with HP Expanders, giving the armor tanks a passive build. these builds will be fairly strong, like passive shield builds, but not over powered. the benefit of any passive tank build should be the freeing of all active slots to increase electronic warfare fitting frequency.
First Off, In regards to the self-regen effects for armor, it should be X amount ever 3 seconds, for 12 seconds (so 4 ticks of healing) this should have a longer cooldown then shield regen. If shield regen modules (As i like it) is 25-35 seconds (based on quality) Then armor will be 35-45 seconds.
Lets take these numbers for example, if i have 3200 regen in 1 second mod (Atkship self repair) It will change to
Regenerates 800 armor every 3 seconds for 12 seconds. Costs 155 energy. 45 second cooldown.
Regenerates 850 armor every 3 seconds for 12 seconds. Costs 145 energy. 35 second cooldown.
Regenerates 900 armor every 3 seconds for 12 seconds. Costs 135 energy. 30 second cooldown.
Regenerates 1100 armor every 3 seconds for 12 seconds. Costs 115 energy. 30 second cooldown.
something like this with a combination of armor regeneration will put tanking into its proper area. I also feel That Recovery mods need a change. I’d like to change their concept of burst healing the self or a person, To an aoe burst interval heal. this will give this mod a lot of viability for use, but its cooldown will be high. It will be a sort of “oh my group is all low, lets heal them all” sort of aoe heal.
How it will work is as follows (Below is a frigate variant)
Heals you, and all allies in 3500 meters, for 950 hull, every 3 seconds, for 15 seconds. 120 second cool down.
in regards to the resistances, 75 single and 55 all resistance is A LOT. In fact after doing the math i learn its to much, so i want to revise this to 55 single, 35 all resistance. Typically speaking, all though its not exactly the case, 1 resist is 1% Dr. 75% will work out to be probably like 20% Dr. Stacked with other mods, tanking will be broken.
Next, I am Looking at shield passive tanking, Vs active tanking. I feel in general they should be each unique. Passive should offer stable income of regeneration (At a cap of say 450 HPS) Where i feel an active tank should be more a burst, at 900 hps cap, but for lower durations.
This requires basically 1 person with good weapons, and missiles to bring down a passive tank equickly, and it requires two to bring down an active tank DURING its regeneration time.
Active tanks should have an interval of burst healing of about 25-35 seconds.
their should healing shoul dbe something like, Ever 2 seconds you heal for X amount, for X duration.
Passive regeneration i would like to see however, removed from being applied with active tanking. I feel this breaks the game. Im not really sure what the best way to do this is, but i was thinking something a long the following lines
Add a new “passive module” that increases shield regeneration by 25-35%.
Add a mechanic where passive regeneration modules (Any of them) cannot be used in conjuction to active modules
this way a player chooses between passive skills with more Electronic war, or a active tank with less.