Mod Break Down - Changes By Category.

The following is break down guide of what i think should happen to each modules.

In general the game has no use for energy, and i feel that this needs to be fixed. Energy needs to be the core of the ships. this is the key to taking this game to greatness.

Das folgende ist aufgliedert Führer von, was ich sollte jedem geschehen Module denke.\nIm Allgemeinen hat das Spiel keinen Gebrauch für Energie, und ich glaube, dass diese geregelt werden muss. Energiebedarfe, der Kern der Schiffe zu sein. dieses ist der Schlüssel zum Nehmen dieses Spiels zur Größe.

Its argued now that composite shielding would be good, but in fact this is an example of how the game should of already been (Not in the mechanic of alternating shield strength) but in the capacity of micro-managing subsystems. with such changes, the game will take leaps in the direction of being a Good game.

Sein argumentiert, nun da die Zusammensetzungsabschirmung gut sein würde, aber tatsächlich dieses ist ein Beispiel von, wie das Spiel, von bereits gewesen (nicht im Mechaniker der wechselnden Schildstärke) aber in der Kapazität der mikro-Leitung von Subsystemen wenn. mit solchen Änderungen nimmt das Spiel Sprünge in Richtung des Seins ein gutes Spiel.

Please note in general the mods are higher requirement of energy, most of them are to keep people from spamming a mod. it helps them choose wisely how to manage mods, and in general makes the defense more stable, increased the survivability of ships like interceptors better. It also helps to rectify things like interceptors killing frigates. bare in mind support mods cost a lot more to maintain, this is because i am moving the concept of support in its direction, where it needs to be build in modifications to support that role of a support ship. In other words, a support ship needs things like more energy regeneration. Rather then more damage and tank. Lastly, weapons changes were done to help diversify and suit various roles of play.

Merken Sie bitte im Allgemeinen die mods sind höhere Anforderung von Energie, die meisten ihnen sind, Leute vom Spammen eines Umb. zu halten. er hilft ihnen, klug zu wählen, wie man mods handhabt, und im Allgemeinen macht die Verteidigung stabiler, besser erhöht der Empfindlichkeit von Schiffen wie Auffängern. Er hilft auch, Sachen wie die Auffänger zu korrigieren, die Fregatten töten.

Weapons systems

Rail Guns

Rapid Fire: Range needs to be increased by 350m

Heavy : Impact damage lowered by 65. Rate of fire increased to 55.5 RPM.

Stablized: Damage decreased by 115.

Assault : Damage increased 45 points.

Plasma

Universal : Spread decreased. Now 0.55-2.25

Hailstorm : Charge movement range increased to 4250 Optimal

Assault : Spread decreased to 0.85

Heavy : Rate of fire increased to 110RPM

Lasers

Universal: Damage ticks are to slow, the amount of ticks per a second need to be increased by 40-50%.

Long Range : They need to become a constant stream of energy, damage needs to be lowered. Range raised.

Assault : damage needs to be raised 10%.

Pulse : Needs to become projectile based.

Defensive Technologies

Shielding

Emergency barrier should now display the amount absorbed.

Emergency barrier amount now set to 15% Min and 25% Max of the shields base amount.

Shield extenders bonus increased to 7.5% min and 12.5% Max

Capacitor Power relay reduced to 30% Min , 50% Max regeneration

Universal Changes:

(Active) Shield Repair/Boosters: Now restores 11%-12.5% Life, ever 2 seconds Over 8 seconds. Should Cost 75 Energy., 15-25 second cool down.

Multiphasic shielding: No Cool Down. Now consumes 10 energy a second to run. will last until energy is depleted.

(New) Energized Hull plating : when ever your hull takes damage, 30% Min and 50% Max of that damage added to your shields.

Direct Healing Generator: Now regenerates 5.5%-7.5% Shields a second. Costs 45 energy a second Will turn off if no energy is left. 25 second reactivation timer.

Increased Power Shield : Heals 100% of shield value ever 2 seconds, over 10 seconds. 115 energy activation cost. 35-45 second cool down.

Adaptive shielding : Now reduces all damage taken by 5-10% in addition to adding resistance, and grants all resistance by 25, instead of 10.

Armor

Composite armor : Now adds 0.5%-0.75% Armor regeneration per second.

Over-Charged Passive Armor : Now increases healing amount from repair effects by 45% Min, 55% Max. And Reduces all resistance by 12.5.

Regenerative Coating : Renamed to Bio-Armor

(New) Bio-Armor : Now (passively) regenerates 9.5%-12.5 of armor every 4 seconds. When Equipped with this module, shielding no longer works (becomes 0 at all times)

Adaptive Armor: No Cool Down. Now consumes 18 energy a second to run. will last until energy is depleted.

(Active) Armor Repair/Boosters: Now to restores 12.5%-13.5% armor, every 3 seconds Over 12 seconds. Should Cost 95 Energy., 15-25 second cool down.

Directed Recovery Generator: Now regenerates 5.5%-7.5% armor ever 3 second. Costs 65 energy a second Will turn off if no energy is left. 25 second reactivation timer.

Tactical & Scouting & Support

Weapon Inhibitor : Now costs 18 energy a second.

Aegis Weapon system : Now costs 16 energy per asecond.

Valkyrie System: Now costs 16 energy per a second.

Target Painter : Now costs 20 energy per a second

Polarized Coating : Now costs 12 energy per second.

Stasis generator : Now costs 125 Energy

Overcharge Electronic Interface: Now costs 45 energy to activate. range extended to 4500 m

Engine Suppressor: energy cost is now 115. Slow amount increased to 15%-25%.

Targeting Complex : No cool down. Now costs 15 energy per second.

Missile defense system: energy cost increased to 14 per second.

Flares: energy cost increased to 35

(changed) Spy drones: Now drops a drone in the target location with 5500 health. Will now grant a radius of 10k-15k. Any enemies in it can be seen. drones can only be detected when with in 1500 m of them.

Mine Field : Now lasts 3 minutes Ships can carrier 2 fields in place of 1 missile. Trigger radius increased to 750k Mine field now will trigger damage to any ship passing through them for the 3 minute duration, however there is an internal cool down on damaging on the same ship more then the 4 mines in a 30 second period. so if the ship passes through it will take 4 mines of damage (up to) and will be able to pass through it for another 29 seconds (roughly) before it takes damage again.

Mine: Now lasts 3 minutes. Trigger radius increased to 1.5k

More Coming Soon (as soon as they are tested)