Passive module to increase number of active module slots of engineering frigates

I had this idea a while ago, but didn’t suggest it because of my fears of how it will affect balance.

 

I often find on my engineers that I am lacking a very important active module to help my team. For example  I run three auras and a hull/shield station, but sometimes I wish I could bring a warpgate or static barrier or something else.  It is frustrating that the engineer is supposed to build things on the battlefield, but it does not have enough slots to do so, since to play effectively in an engi you need to have the three auras (debatable, but in any organised squad in a tournament you will see that the main engi has all three).

 

So what I suggest is a new passive module that can increase the number of slots on engineers up to five.

 

  • It would be a hull module

  • Reduces hull resistances by 20 points

  • Adds a fifth active module slot activated by key 5

  • Only t3+

  • Does not stack

  • The engi must be running at least two auras for the fifth slot to be activated. (so that the module is used for its intended purpose)

 

Thoughts?

 

No.

 

The game is balanced around differents choices in terms of fitting.

Allowing a ships to have more “Active Modules” than others will just open the door for the same request for all the ships.

There is actually no reason to make the engineers have 5 modules instead of 4 while they already have 7 tools (4 Actives modules + Eclipse + Special Module effect 1 (Drone sacrifice for Instant Heal) + Special Module effect 2 (self-regen))

I just want more team insta heal capabilites for the engineer, like a module called “artifacts spawner” or so which allows you like all 2 minutes to spawn a random artifact effect for your team… (Speed/Hull heal/Damage/Invulnerability)

Would be interesting.

If the Bonus Artifact are limited to TDM, it’s for a reason ^^

Pff, it’s not like an invulnerability artifacts would be definetely OP in Combat Recon for a 4man squad captain strike for example…

Or Invulnerability in detonation, hull repair in CTB or speed in beacon hunt… But it would make engineers more interesting.

No.

 

The game is balanced around differents choices in terms of fitting.

Allowing a ships to have more “Active Modules” than others will just open the door for the same request for all the ships.

There is actually no reason to make the engineers have 5 modules instead of 4 while they already have 7 tools (4 Actives modules + Eclipse + Special Module effect 1 (Drone sacrifice for Instant Heal) + Special Module effect 2 (self-regen))

 

What about if the negative effect was increased to reduce the engi’s tank by a lot? So that people would think twice about it?

 

I actually thought about extending this module to the command ship, but decided against it since the command has offensive modules.  Since it is the only role in the game that does not have offensive active modules I don’t think adding a fifth module would really upset the balance of the game to the point that engi’s become OP.  It just allows them to fulfill their role more.

 

The drone special effect is negligeable at best due to the current coil mortar spam.  The only ship they are useful on is the Octopus, with the two droness that have more HP.

 

 

I just want more team insta heal capabilites for the engineer, like a module called “artifacts spawner” or so which allows you like all 2 minutes to spawn a random artifact effect for your team… (Speed/Hull heal/Damage/Invulnerability)

Would be interesting.

 

Would be OP! Imagine randomly getting a 40 sec speed boost for your team in beacon hunt! Or several engies on your team spamming that module one after the other!

 

 

The drone special effect is negligeable at best due to the current coil mortar spam.  The only ship they are useful on is the Octopus, with the two droness that have more HP.

 

 

If your drones get caught by Coil Mortar, it’s due to your positionning, not a problem with the drones. If you are playing with auras, you have nothing else to do than always check your positionning and reposition when needed, that the strengh of the auras.

 

 

What about if the negative effect was increased to reduce the engi’s tank by a lot? So that people would think twice about it?

 

I actually thought about extending this module to the command ship, but decided against it since the command has offensive modules.  Since it is the only role in the game that does not have offensive active modules I don’t think adding a fifth module would really upset the balance of the game to the point that engi’s become OP.  It just allows them to fulfill their role more.

 

You call this a negative effect? Huhu It’s negated by 1 Implant

 

They are already able to fulfill their role.

It’s not because Engineers don’t have Offensive mechanics that it’s meaning they need bonus. Engineers were not designed for Offensive Gameplay, they have their utilities in offensive strategy as well as defensive but it’s not their job to be aggressive. 

They don’t need to have more tools, they are frigates, and as well as all other frigates, they are teammates dependant. No more, no less.

 

You don’t see the snowball of 5 active modules when it’s extremly easy to see how it will impact the meta whatever are the penalties to add with it.

 

And, it was already suggested in the past and “Denied” :smiley:

And, it was already suggested in the past and “Denied” :smiley:

 

:frowning:

You don’t see the snowball of 5 active modules when it’s extremly easy to see how it will impact the meta whatever are the penalties to add with it.

 

Well I don’t know… There are ships with 3 active module slots fighting alongside ships with 4 slots in t3.  I do not see this affecting the meta too much.

I’d rather see the two “healing” (hull and shield) and / or two stations be fused in one module.

 

But I guess it’s design choice to fit dengi differently to had interesting gameplay choices (witch could be interesting if 2 auras / 2 stations wasn’t needed).

I’d rather see the two “healing” (hull and shield) and / or two stations be fused in one module.

 

But I guess it’s design choice to fit dengi differently to had interesting gameplay choices (witch could be interesting if 2 auras / 2 stations wasn’t needed).

 

This is an interesting suggestion!  

Why would the module need negative effects on the hull? You’re already sacrificing a mod slot for it.

 

Anyway +1

the max number of active modules is set to 4 - it is not planned to change this for now