Energy Booster

This is maybe a crazy suggestion but I wanted to bring it and see what everyone thinks:

We have a Shield Booster and a Hull Booster that regenerates your shield/hull over X seconds, so I thought it would be nice (and fair) to have a module to regen your energy.

 

This would be specially useful in a lot of cases (like shield or hull boosters) and I think it could be a nice addition to the game.

There are a lot of interceptors, fighters and frigates with energy problems and it could help them a lot, but it wouldn’t break the game becasue it’s a momentaneal energy regen increase and you would “waste” an active module.

 

The cooldown should be more or less like the Shield Booster one, and the regen shouldn’t be insane but it should be decent, something like:

 

T3 MKIII Interceptor module: Regenerates 350 Energy over 5 seconds. 0 Energy use. 29 second cooldown.

T3 MKIII Fighter module: Regenerates 750 Energy over 5 seconds. 0 Energy use. 29 second cooldown.

T3 MKIII Frigate module: Regenerates 1050 Energy over 5 seconds. 0 Energy use. 29 second cooldown.

 

 

 

Please give me constructive criticism and have a good day.

More cooldown. 1min.

 

Though these stations would likely counter the effects of the Energy Disruption Missiles, making them far more useful and usable than they are now.

 

However, I fear it’d completely cancel out the ECM’s Energy Neutralizer module.

For starters, not everyone is going to use that module. LRFs don’t move and use their modules at the same time (provided you play them like snipers), and engies would scoff at the concept of energy boosters. Energy starved ships would have to make a tough decision. Commands… haven’t flown one, but I believe the energy booster would only increase the diffusion shield’s duration by maybe a couple of seconds. It could be a pretty sweet module if it triggers the R8 implants as well.

However, I fear it’d completely cancel out the ECM’s Energy Neutralizer module.

 

I understand your point but I could say that Shield Booster neutralizes Cov Ops Plasma Web…

 

The purpose of this mod is for example, while using Cov Ops, being able to “cast your spells” quickly to kill a target and run from there afterburning, instead of using orion and arc and running out of energy.

 

I wanted it also to use it on Tacklers, when u’re using target painter and the anti afterburner “thing” you get almost negative regen, so this module would be helpful too.

Empire gunships also lack on energy regen, so this module could be useful in dangerous situations when you have overdrive on cooldown and you need desperately to use the combat reboot and the speed up mod.

 

Maybe the amount of energy restored should be less, or the duration increased so you regen less per second, but if you make a 1 minute cooldown i guess it would be a waste of a slot.

 

 

For starters, not everyone is going to use that module. LRFs don’t move and use their modules at the same time (provided you play them like snipers), and engies would scoff at the concept of energy boosters. Energy starved ships would have to make a tough decision. Commands… haven’t flown one, but I believe the energy booster would only increase the diffusion shield’s duration by maybe a couple of seconds. It could be a pretty sweet module if it triggers the R8 implants as well.

 

To be honest, the purpose of that module was to help a bit cov ops with lack of regen and tacklers when using all their spells. Also for commands it would be helpful when they run out of energy because of diffusion shield and they need to afterburn to run away…

Interesting Idea, especially since the energy-leaks on many ships… makes it worth to condsider. 

I wonder if its abuseable… maybe with Commands?

I understand where you’re getting with it. You’re trying to bypass the need for sacrifice the EB on Ceptors, just to get a stable AB running. I still believe it might be a bit too powerful with 30sec cooldown.

I understand where you’re getting with it. You’re trying to bypass the need for sacrifice the EB on Ceptors, just to get a stable AB running. I still believe it might be a bit too powerful with 30sec cooldown.

 

Some ships don’t even hace a energy slot… they don’t have EB but they also don’t have any kind of extra regen, unless they have a hull slot and you sacrifice that slot and your resists to get some energy regen. I don’t mind doing that on Jericho ships because of their shield, but having an Empire ship with passive armor is kinda sad, you’re reducing your main strength, your hull, to get some energy regen… 

I was just flipping through these dusty books when I saw this gem of an idea.

Good suggestion. Better than mine anyways.

Sorry for necro

I just forwarded the idea to the Devs - thanks for the input

More energy regen for less time would be perfect.

More energy regen for less time would be perfect.

Necro right after another necro!

We don’t think this module will be popular. Such a module might be made only if we shift our focus on the rebalancing of active modules towards increasing of energy consumption i.e. the resist gets stronger in case your ship has a lot of energy.

We don’t think this module will be popular. Such a module might be made only if we shift our focus on the rebalancing of active modules towards increasing of energy consumption i.e. the resist gets stronger in case your ship has a lot of energy.

 

I suppose this necro from you means that devs got forwarded the suggestion and wanted to say no.

A respond after 1 year and 3 months you’r really fast error