well by now i think every one realise that every active module doesnt stack up and every passive does.
this i assume is to prevent something like a full team of players swarming with 10 times “repair+shield support+resist mods” giving them incredibly high regeneration and resistence (theoretically you could get something like +400 all resist and like 700 armor per second permanently on all ships if there wasn’t this kinda cap):
now i do feel like there is a really good reason why it’s not just stacking up unlimited but on the other hand i feel like you end in alot of situations where helf your modules are just wasted or in situation where you assumed there most be some one else with the modules the team need and no one have it.
in the same manner i find it a bit unfair that i can stack dps modules until they fall out of my behind but i can’t stack support modules up to try to prevent these people from instantly 3 second killing my teammates?.
i am in high t3, i doubt it change much at t4 since the modules are the same for these aspects, and where i am currently fighting i find myself and my team and the enemy team for that matter being instantly burned down in seconds when focus fired by just 2-3 people, if they got their missiles ready i have seen myself die in under 5 seconds, i basicly saw my shield dissapier from 3 people jumping me, throw up shield power+liqued armor+direct repair mod instantly when i saw my shield drop 25% in less then the first second, this is a nice 1463 hp per second with almost 150 in all resist due to team bonuses and passive, and still around 3-5 seconds later i was dead (empire frig, using 45% extra hp as well cant remember what that brings my hull to, but its alot)o.O
this was an exceptional situation and i rarely see this happend (in fact i have only seen it happend like 3 times to me now, but i myself when focusing targets with 1-2 other people see them burn from full hp, even frigates, to fully dead within 5-7 seconds, i can alone down most frigates in less then 15seconds)
what i am saying is just that the dps output is soo high especially when people work well together that i think some kind of middle ground on stacking would be beneficial for the gameplay, and also allow your modules to actually have an effect even though you are more then one person with said modules
especially since the signup for most people is made with randoms so you haven’t set up a team which is using different modules so you don’t overlap each other too much.
Multiple active mods of the same type:
this is another thing i find a bit sad that you can’t do, have multiple of the same active mods, this would allow for more combinations while still holding its balance as well, i am not quite sure how using multiple of the same active mods could break balance? (as it is now each ship can only rescieve a buff bonus once from support/command mods, so that isnt an issue.)
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to sum it up:
would like us to find a way which could provide the means for multiple support/command mods to have additional effect on your team without becomming overpowered very fast.
look into the possibility and the balance issue’s which could come if it was allowed to use more then 1 of the same aktive modules (that they didnt share same cooldown.).
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with the first one i think some kind of “deminishing return” for each extra module could be the way to balance this out.
for the second one, i don’t find any issue’s in doing this, there is more then enough ways to shut down any combinations of mods which could seem too powerfull (simple ecm’s basicly kill any combination of very powerfull “buff” stacking mods.)