Core Module modificators

As a veteran player I remember the times when the core module of the ship came in 2 different options based on sub-faction.

 

Ex. ECM (Jericho fighters only back then) had 2 options on “the bubble”. One was longer bubble time and the other was shorter bubble time, but more stasis time for enemies.

Jericho torpedo had one with more move speed and one with wider explosion range.

 

Writing this I actually think there were 3 options. Basic, sub faction 1, sub faction 2.

 

So my suggestion is :

Why not add a modification slot on each ship that is only for the core module. 
I would not mind sacrificing 1 aspect of the module for other.

 

Another example comes to mind. Empire fighters had overdrive module that was 2 times shorter, but gave 30 to all hull resists.

Or Federation fighters had option for cloack either to be longer or shorter, but not revealed by damage. The latter will be pretty useful against plasma web or random explosions, while longer may be better for stalking the prey.

I’ve made several posts in the past asking for the return of these unique special ability variants.

 

Yes please! I really wouldn’t mind being able to choose between a Tackler cloak that lasts 20 seconds or a cloak that lasts 10 seconds, but isn’t interrupted by taking damage.

 

I also wouldn’t mind seeing a new variant of Engineer special that overrides their “healing” behavior and just makes them go completely offensive for 15 seconds before blowing up. That would be really useful in a tight pinch when the drones are just being useless by trying to restore your shields when you’ve got 25% hull left.

 

EDIT: Mapoko, please create a poll with this thread. The Devs like polls. Simple Yes, No, Maybe should be fine.

+1

I weren’t here to see that kind of features, but I can’t believe they took them off, they sound great and bring a lot of customization, you can’t go wrong with diversity in this kind of games.

I can’t believe they took them off.

 

The reason they got rid of the two different variations of each special was because of the “battlefield tactics” patch which introduced roles. Previous to this, only Federation fighters had the cloaking ability, Imperial fighters had overdrive, and Jericho fighters had shield modulator.

 

The removal of these special aspects was initially necessary, however, after they implemented the two-roles-per-ship-class idea that we have now, they didn’t bring them back.

 

I had previously suggested splitting the two unique variants between races. EX: Jericho gets the 10 sec cloak with no disruption. Fed get the 20 sec cloak. Nobody really went for it.

 

But if you are able to choose one via a modification module… that’s more choice and more awesome.

It also means we don’t have to stop at 2 unique variants. You could have as many as 4: going with the whole Mk1, 2, 3, 4 theme.

I want the variation between special modules back, too. Some ships may not even benefit from it, but, hey.

 

I wonder if anyone cared about Wardens frigates then. The disintegrators on those things were able to burn energy upon hit.

 

And on the subject of engineer drones, I guess there would be no need to bring back the AMS. The current Guard AMS is already both bad and good enough.

And on the subject of engineer drones, I guess there would be no need to bring back the AMS. The current Guard AMS is already both bad and good enough.

 

The Engineer drone AMS was a joke. At least for me, the primary threat I faced was unguided rockets, which didn’t seem to trigger the AMS and could take out both drones in one hit. I do not mourn them.

I want the variation between special modules back, too. Some ships may not even benefit from it, but, hey.

 

I wonder if anyone cared about Wardens frigates then. The disintegrators on those things were able to burn energy upon hit.

 

And on the subject of engineer drones, I guess there would be no need to bring back the AMS. The current Guard AMS is already both bad and good enough.

Ah, good ol’ memories…

Acid Hydra(I think?) I used an awesome tank with hail plasma. Sniping people at long range with sniper special(Damage over time as sub-faction bonus), and from 4km with Hail plasma. I remember taking down 2 fed frigs and 1 empire frig at the same time and surviving :smiley: ~Fun times~

I just miss the super long cloak time of Armada Fighters. I think it was something ridiculous like 45 seconds?

 

Combat Recon: Man, I could just cloak up, wait for the team to over-extend, and then swoop down on the captain with railguns blazing.

 

I also miss the super-short warmup time for the microwarp of Warden Interceptors. That made it much easier when trying to escape or kamikaze the enemy captain.

 

Good times.

How about make it when you reach a high level a synergy, you can customize the effects of the F ability.

How about make it when you reach a high level a synergy, you can customize the effects of the F ability.

Pretty good idea. Everything that gives more incentive to grind the ships is welcome!

How about make it when you reach a high level a synergy, you can customize the effects of the F ability.

Actually, I am OK with making it available upon making your ship “Elite” X/X level. I hate grinding, but it makes sence.

And that’s why this exists: [http://forum.star-conflict.com/index.php?/topic/21070-tier-less-specialization/?hl=tier-less](< base_url >/index.php?/topic/21070-tier-less-specialization/?hl=tier-less)

Actually, I am OK with making it available upon making your ship “Elite” X/X level. I hate grinding, but it makes sence.

If it’s available for elite ships, it would encourage actually flying those ships instead of grinding synergy.

If it’s available for elite ships, it would encourage actually flying those ships instead of grinding synergy.

It’s still the same, you’re grinding Synergy to get up there.

But maybe you won’t want to quit flying it once you get it to elite status.  I don’t know what I do when I get all my R8/R9 ships to elite status.  Maybe T4 will be viable then.

But maybe you won’t want to quit flying it once you get it to elite status.

 

And what’s wrong with not wanting to stop flying an elite ship that you love? That’s the entire reason this game isn’t fun right now. It just pushes and prods you to keep advancing by continually holding the “fun” out in front of you somewhere in the obscure future.

 

And then when/if players actually reach T5, they realize the grass is just as brown there as it was back in the earlier tiers.

I know it is extra effort tinkering with extra module slot (because that is what I am suggesting)

 

What  I AM  suggesting :
Module slot being available on ship 10/10, so we can customize our ship the way we like it.  Hell, even make it “ammo type” (not sure how is this logical, but …)

 

What I am NOT suggesting :

Make let’s say Kriss having 3 sec bubble duration, but stun for 4, while Kriss AE have 12 sec duration and only 1 sec stun. 
Not a module, but “ability” like the ones we unlock on lvl 4 and 8.

Not a module, but “ability” like the ones we unlock on lvl 4 and 8.

Oh. Then no.

Oh. Then no.

that is what I am NOT suggesting :wink:

that is what I am NOT suggesting :wink:

But I want the old system back. At least the ships would have SOME individuality in them, so you know which is a Techs ship and which is the Raid one.