Ok, so it’s been common knowledge for a while now that each faction has a primary role for each class of ships, and a secondary role for each.
Primary Roles:
- Interceptor
- Recon (Empire)
- Cov-Ops (Fed)
- ECM (Jericho)
- Fighter
- Tackler (Fed)
- Gunship (Empire)
- Command (Jericho)
- Frigate
- Guard (Jericho)
- LRF (Empire)*
- Engineer (Fed)
HOWEVER, the only distinction (and quite a major one) is between Jericho and Empire LRF.
Why don’t we see special unique differences between the secondary classes in other factions? Each factions secondary class should emphasize their special talents and technology. Like Empire drones should be more combat oriented and maybe heal hull instead of shield etc. Maybe fed guards emphasize getting enemies away instead of suppressing them. Idk there’s just a whole lot of room for fun stuff.
I suggest the following changes to the secondary roles within their respective factions:
Secondary Roles: (In progress)
- Interceptor
- Recon (Fed): Instead of just a standard warp, the special module should teleport the user a certain distance (8-10km) and leave the user with a manuverability boost at the landing point. Empire needs a buff, possibly increasing hull resistance on activation.
- Cov-Ops (Jericho): Fires a spread of projectiles that deal very minor DoT but siphon shield.
- ECM (Empire): Pulses and immediately stuns nearby enemies, and does not make the user invulnerable, but instead makes the user deal 25% more damage and gain a maneuverability boost for a short time.
- Fighter
- Tackler (Jericho): Does not make the ship completely invisible, but masks them on radars and gives their shield an insane amount of resistance and some boosted regen.
- Gunship (Fed): Further increases speed and maneuverability, while increasing weapon range and projectile speed instead of fire rate and damage.
- Command (Empire): Makes the hull invulnerable for a short time and increases damage once the hull effect stops. Damage boost after the effect stops is multiplied by the damage received during that time. Nearby ships also get extra hull resistance for the duration of the damage effect multiplied by the same factor.
- Frigate
- Guard (Fed): Increases ship speed and maneuverability while making the ship immune to the selected type of explosion/AoE damage. After taking explosion damage of the selected type, all resistances are boosted for a short time but the ship slows down slightly.
- LRF (Jericho): Already done.
- Engineer (Empire): Drones deal more damage and can have a max of 4 deployed. They never stop firing on enemies in range. Activation drops a drone in place to act autonomously, shooting at nearby enemies and restoring the hull of nearby allies.