A thread about Capitol ships brought up this idea as a means to make engineers more versatile and more of an actual support class.
The rework would include changing the main module to this:
Name: Drone Swarm
Type: Engineer Special Module
Energy: 500
Cool down: 90s
Tooltip: Deploys a horde of advanced combat drones to attack your enemies. Lock on to an enemy to sick three of them on to it.
Function: Releases 9 heavy drones from the ship that automatically start attacking enemy ships on the battlefield. Locking on to an enemy will only make three of them target it, to prevent OPness. Upon use after a previous activation, it will only release more drones under the 9 drone cap. Example: If you have 6 drones active, using the module only releases 3.
With this change, attack drones would be unaffected, as they are a different type of drone. You might say “but this means that maps will be flooded with gunfire and drones now!!” Well to fix this, Engineering frigates will only have 2 turrets. They are a support class, not a combat class. Let the drones do the dirty work.
Along with the weapon changes, the following modules will also be changed to suit it better:
From: Mass Shield Generator & Nanodrone Cloud & Autonomous Charging Station & Autonomous Repair Station
To:
Name: Mass Repair Unit
Type: Engineer Active Module
Energy: 500
Cooldown: 60s
Tooltip: Passively repairs 200 shield and hull pt/s in a 2500m radius of the ship. Upon activation, deploys a static device that repairs 360 shield and hull points per second for 25 seconds for the most damaged ship in a 2500m radius.
With this addition, engineers won’t be forced to choose either shield or hull repairs, and will be more of a help to their teams. The passive repair can be changed as needed. The current system is just annoying.
Warp Gate and Static Barrier remain the same.
Energy emitter remains the same, but with slightly higher energy output.
Engineer main weapon:
From: Eclipse Launcher
To:
Name: Eclipse Beam
Type: Engineer Main Weapon
Damage: 3500EM per shot
Rate of fire: about that of the Flux Phaser, maybe slower.
Range: 4000m
Tooltip: Once charged, releases a large beam of energy from each cannon. When they converge a large explosion is started that deals damage in a 450m radius. If an ally is caught in the explosion, the excess eclipse material will be attached to their hull, repairing it by 750 hull points.
Function: Charges for .25 seconds, then releases a blue bolt from each turret. When they converge, either at the target’s location, or upon impact with an entity, they cause a large explosion. It heals allies like the previous eclipse launcher.
Any tweaks you want to see? Something seem a bit OP? Feel free to leave a well thought-out comment below. I’ll edit the post as I get them. ^^