Premium Capacitor Module: "Capacitor Routing System"

Simple passive module that goes in to your Capacitor. Displays at the top of your HUD next to the other hanging icons and displays where the energy routes to. Extreme customization comes with it though, so this is why I’m saying premium. It works similarly to a phase shield in its control, so you push a button and the stats change from one to the other.

Combat Mode A: Reduces weapon and sensor range by 30%. Increases weapon damage and rate of fire by 8%. Higher temperature concentration increases heating time increased by 20%, cooling time reduced by 30%. If the ship’s shield is hit, 20% of the incoming damage is converted to energy.

Combat Mode B: Afterburner energy draw increased by 6%. Increases shield regeneration rate by 60%. Shield resistances increased by 15 points. Multipurpose module reload time reduced by 30%. If the ship’s shield is hit, critical chance and damage bonus increases by 17% for 3 seconds.

Conservative Mode (Default): Weapon damage reduced by 10%. Afterburner speed increased by 17% and afterburner energy draw reduced by 13%. If the ship’s shield is hit, capacitors route to more engine power, increasing speed by 4% for 3 seconds.

This module demands a heavy energy output and takes 6 seconds to recharge before you may switch to an alternative mode.

Thoughts?

I like it, but simply making it a normal modification and not premium is fine. The less items that are premium, the better. If it was made premium everyone would complain about pay to win again. Nobody wants a conflict within the Conflict.

The numbers seem pretty decent as well, though 3 seconds of anything aside from invincibility or invisibility are really useless. Sure you could get off a few shots or fly that extra few meters, but really.

And are there only three modes? May I suggest a few more? ;3

Engine mode: Main weapons damage and range is reduced by 50%. Max speed is increased by 50% and energy draw is decreased by 20%. If the shields take damage, 15% of it is converted to energy.

Weapon mode: Main weapons deal 30% more damage, have 20% higher range, and RoF is increased by 12%. Afterburner energy draw increased by 40% and max speed decreased by 30%. If the shields are hit, main weapon damage is increased by an additional 5% for 5 seconds.

Module mode: Active modules power is increased by 25%. Active module reload time is decreased by 35%. Main weapon damage and range decreased by 20%. Max speed reduced by 15%. If the shield is hit, passive bonuses are increased by 10% for 5 seconds.

Defence mode: Shields regenerate 100% faster. Resistances go up by 30pts. Max speed reduced by 30%. Energy regeneration decreased by 30%. Main weapon damage decreased by 50% and range decreased by 20%. If the shield is depleted, a buff is given that causes engine speed to increase by 15% and regenerates shield by (225,500,1100) points per second for 15 seconds.

Overdrive mode: Main weapon range and damage increased by 17%. Max speed increased by 33%. Module reload time decreased by 10%, module power increased by 20%. Energy regeneration speed decreased by 75%. If the shield takes damage, all stats are boosted by an additional 3% for 5 seconds.

Just some ideas to simplify the stated.

Considering how incredibly complex the function is, and how easy to call this pay-to-win (regardless of if it were or not), I’d say “no”.

 

On the other hand, if you decided to go with the theme of all the other premium modules thus far, we could use an extended fuel tank for open space!

I would modify it to something a lot more simple (kinda how fox sayed): 3 modes and the normal one:

 

  1. Weapon dmg output increased, other capacitor functions reduced (less energy regeneration/shield and hull regeneration reduced).

  2. Speed increased (AB consumption increased*/shield and hull regeneration reduced/dmg output decreased).

  3. Shield/hulls regeneration increased (less energy regeneration/dmg output reduced). Im not sure if increasing resistances is a great idea, but perhaps it could work.

  4. normal mode: how your ship works without the module on.

The idea of gaining something while getting hit on shields its a bad idea imo: capacitor re-routing power has nothing to do with that and this is clearly an advantage of jericho over empire ships.
The point of this is to boost a function (dmg/speed/survability) while reducing others, so if you want to move faster you shouldnt be attacking (or tanking), similar for other modes.

*Optional.

A normal mode would also be cool. Option to switch your module off so that you can revert to your original settings.

Did this ever get considered? Any outcome?

Simple passive module that goes in to your Capacitor. Displays at the top of your HUD next to the other hanging icons and displays where the energy routes to. Extreme customization comes with it though, so this is why I’m saying premium. It works similarly to a phase shield in its control, so you push a button and the stats change from one to the other.

Combat Mode A: Reduces weapon and sensor range by 30%. Increases weapon damage and rate of fire by 8%. Higher temperature concentration increases heating time increased by 20%, cooling time reduced by 30%. If the ship’s shield is hit, 20% of the incoming damage is converted to energy.

Combat Mode B: Afterburner energy draw increased by 6%. Increases shield regeneration rate by 60%. Shield resistances increased by 15 points. Multipurpose module reload time reduced by 30%. If the ship’s shield is hit, critical chance and damage bonus increases by 17% for 3 seconds.

Conservative Mode (Default): Weapon damage reduced by 10%. Afterburner speed increased by 17% and afterburner energy draw reduced by 13%. If the ship’s shield is hit, capacitors route to more engine power, increasing speed by 4% for 3 seconds.

This module demands a heavy energy output and takes 6 seconds to recharge before you may switch to an alternative mode.

Thoughts?

Your idea made the destroyers special module xD