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 Engineer → Healer
Active modules:
-nanodrone cloud
-mass shield generator
-energy emitter
-hull station
-shield station
-the usual multipurpose/self heals
Federation Engineer → Builder
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!