Now that I can get into the game again, here are my suggestions for changes to the Overdrive special.
First off, make the descriptions of all Overdrive specials clearer. I have no idea what the game means by “boosts (stat) by 17 seconds”, so it’s difficult to determine what effect the special actually has. If anyone has percentages for the maneuverability buffs provided, I’d be happy to know them. Everyone should agree this won’t hurt anybody, it doesn’t actually change any of the ship’s stats.
Now to the argument-provoking stuff (Figures in BOLD are numbers that I’m not pitching as final, just inserted to give a general idea). All of these are suggestions, and if you see a reason why they’d be an awful idea, please, offer input:
For Legion Overdrive:
Remove the hull resistance bonus. It already gets speed and maneuverability bonuses to better dodge damage (though I’m not entirely sire how much, they seem to be fairly large) and it doesn’t need a resistance bonus to add to that. If the pilot wants to resist damage better, he can equip an Adaptive Armor Mk 1, which gives a 60 point bonus to all resists.
Add an overheating time modifier, perhaps "Weapons generate 66** % less heat per shot.". This should make pilots of these ships happy because they’ll be able to fire longer under Overdrive, and anyone who’s flown Overdrive knows that the 66% fire rate boost causes them to heat up very quickly. This actually _increases _an Overdrive ship’s ability to murder things quickly, giving it the ability to fire for three times as much damage per weapon volley** as a non-Overdrive ship.
Reduce duration to 8 seconds , reduce cooldown to 30 seconds to compensate. Mathematically, this allows the Deimos 2 to spend almost exactly the same percentage of the game in Overdrive, but he can’t stay in it for as long at once, making it more likely that he’ll have to plan an attack/escape route with some strategic merit. Since we’ve just increased the amount of damage a Deimos 2 can do while in Overdrive with the previous bonus, it stands to reason that we decrease its duration. Now, we’ve effectively done two things: we’ve actually increased the effectiveness of Legion Overdrive; and we reduce its usefulness as both an attack tactic and an escape tactic. It can be used during the fight, it can be used to get out of tight spots, and it can be used just before attacking for a massive boost to damage, but it can’t be used for all three one after the other anymore.
Add a fairly high per-second energy consumption to the special, enabling a ship that doesn’t want to deal with someone who’s in Overdrive to pull the enemy out of it by draining his power reserves. Also makes a combination of command modules and Overdrive significantly harder to sustain, but possible with good Synergy and minimal afterburner use.
For Warden Overdrive:
Remove the RoF bonus or reduce it dramatically. This one (in my suggestion) is purely defensive in nature.
Amplify the debuff-reducing effect: Not only is the ship cured of all its technology-inflicted ailments, it is immune to new ones for the duration of the special. Becomes an amazing escape skill, rendering the pilot immune to target painting, stasis fields, propulsion inhibitors, and all the things that regularly result in the death of a small ship.
Add a slightly higher passive energy consumption to this one and reduce the energy recharge bonus. Since he’s immune to all negative effects, this version of Overdrive won’t have the pilot pulled out of it by an enemy, but he must activate it when he has enough power to finance its duration. Again, forces some strategic thinking, or at least a forethought to capacitor in the ship’s passive and active slots. Also has the potential to force an interesting choice: Afterburner or debuff immunity?
Summary (for those who don’t like my long-as-hell posting):
Legion: No hull resist bonus, half duration and cooldown, weapons take longer to overheat, and consumes energy.
Warden: No offensive bonus, add immunity to new negative effects, consumes slightly more energy.
Both keep their maneuverability bonus to help make up for the fact that they are very slow for fighters. Each gains a new role that is potentially more effective than the previous one in the hands of an experienced pilot.
I also played with the idea of giving Legion Overdrive some command module effectiveness bonuses to make it more of a team ship, but the Deimos 2 is the only Legion faction ship with the Command role, all the others are Tacklers.
Thoughts on those?