Engineer role split: Healer and Builder

This idea came about while thinking about the LRFs in Star Conflict. They are both long ranges, but they have different roles. ELRF is a sniper, JRLF is more of a close range fire support ship with tbe guided torp. And then I thought of the Engineers. They also have two roles: healing and building structures.

So here is what I suggest. It is a bit radical but then again so was the latest patch… It will fit into the line of things.

The general idea

Empire EngineerHealer

Active modules:
-nanodrone cloud
-mass shield generator
-energy emitter
-hull station
-shield station
-the usual multipurpose/self heals

Federation EngineerBuilder

Active modules:
-warp gate
-static barrier
-heavy guard drone (remove from tackler)
-system hack (remove from ECM)
-energy station (new module)
-the usual multipurpose/self heals

Reasoning

Why split the roles?
It is already the case that some wings run two engineers: a main one with all the heals, and a secondary one with structures. Splitting the roles would therefore be logical.

Why Empire = Healer and Fed = Builder?
Empire engineers are more for static gameplay, so make good healers. Fed engineers are also good healers, but they are more suited to close support in battle.

Why give the Builder the heavy guard drone?
A tackler is supposed to counter interceptors, not frigates. Why therefore should it have the heavy guard drone? This module would be better suited on an engineer, who is meant to “build structures on the battlefield”, as the description says. This module will help the Builder in frigate v frigate warfare, and help to reduce frigballs in the game.

Why give the builder the system hack?
Since the Builder is intended for close support, it makes sense for it to have minesweeping capabilities, for example in beacon games. Either this, or we invent a completely new module called the minesweeper, which would do this.

Why create the new module called energy station?
The heals both have their station equivalent. It would be nice for the energy emitter to have one as well. This would be a nice counter to the energy draining missiles.

Why “steal” modules from other roles to give to the Builder?

It is not because I want to nerf these other roles, but rather because it seems more logical to gather these abilities on a single “utility” role.

 

Questions, queries, worries, woes? (as one of my teachers used to ask) I think there will be a lot of objections, but I just wanted to throw this out there, to see what you all think!

Doesn’t the hull / shield stations fit more a “builder”?

Doesn’t the hull / shield stations fit more a “builder”?

Technically yes, but since they are also heal modules… And otherwise the healer would not have enough choice of modules.

The ECM can keep it’s system hack, since that was made to counter stationary remote objects.

The guard drone meanwhile was used by tackler to help counter frigates, but it is countered easily by the ECM hack module.

Obviously taking two modules, one of which counters the other, and placing them on a ship meant to be countered by said module(s) would make playing ECM or Tackler against engineer kinda pointless as they now have modules from said classes.

The ECM can keep it’s system hack, since that was made to counter stationary remote objects.

The guard drone meanwhile was used by tackler to help counter frigates, but it is countered easily by the ECM hack module.

Obviously taking two modules, one of which counters the other, and placing them on a ship meant to be countered by said module(s) would make playing ECM or Tackler against engineer kinda pointless as they now have modules from said classes.

How about make the ECM System Hack apply to structures and drones then, but not to mines, and then create a new module just for Builders which can clear mines?

I still maintain that the heavy guard drone should be an engineer module, since it is a big structure on the battlefield and since tacklers’ main targets are interceptors, not frigates. The tackler can keep the sentry drone though since it is small.

How about make the ECM System Hack apply to structures and drones then, but not to mines, and then create a new module just for Builders which can clear mines?

I still maintain that the heavy guard drone should be an engineer module, since it is a big structure on the battlefield and since tacklers’ main targets are interceptors, not frigates. The tackler can keep the sentry drone though since it is small.

The engineer plays more of a support role, but perhaps a new  sentry drone that can heal team mates (slowly), while also shooting down enemy ships (slowly)?

Also mine sweeper sounds like a guard thing since guards help push with commands in an Iron Fist offensive tactic play style.

nah i think the guard should push as it is: with his immense strength. it does not need modules for this.

it’s okay, if supporting modules are exercised by other ships, helping the guard.

 

 

generally i am against the idea. especially splitting empire healers from feds.

nothing speaks against pulling this off like it is: just use two healers. but i am in favor of extending module possibilities for engies.

nah i think the guard should push as it is: with his immense strength. it does not need modules for this.

it’s okay, if supporting modules are exercised by other ships, helping the guard.

 

 

generally i am against the idea. especially splitting empire healers from feds.

nothing speaks against pulling this off like it is: just use two healers. but i am in favor of extending module possibilities for engies.

Perhaps a decoy drone that looks like an attack drone but deals no damage, similar to holograms?

That`s quite a nice idea, but i disagree with one thing. Federal engineers are fast ships, so they need more energy for afterburners, so why not give the energy emmiter to the Fed ones? As you said yourself, Imperial engis are suited for static gameplay, so it has less energy demand (also the imperial engis usually have more capacitors).

necroooooo

Wow nice nerco dude :smiley:

 

I made this thread before the changes to the active modules were made. I’d need to rethink my proposition, taking into account the new energy parameters. However since there was so little interest and responses the first time round, I think I will refrain from doing this.

I believe engineers dont need to split roles since both options can be used in fed and also empire engineers; I.E. Fed can be healer much better than empire along with a group of interceptors and fast fighters, perfect for big maps like dreadnoughts. A similar split for roles would be to asign sniper active mods to ELRF (tachyon charge, weapon overcharge, etc) and debuff/survability active mods to JLRF (IR pulsar, Em scatter field, reverse thrusters)…wich makes no sense at all. Or debuff mods for fed guard (mass inhibitor, signature masking, pulsar) and protection mods for jeri guard (missile shield, spectre field, emergency S/H).

 

This game gives you the possibility to customize ships in many ways, and its great that it is that way. Splitting roles for engineer seems the opposite to this and i see no benefit, just a reduction in the “richness” this game has.