Repair "Weapons"

So, this is probably one of the more bonkers suggestions around, but here goes:

Implement a module that, when activated, turns your weapon in to a hull repair or shield repair beam. It would deactivate your main weapon and replace it with a laser-like weapon that replenishes hull or shield of friendly ships you shoot with it. Not trivial to implement and certainly a departure from current mechanics.

My vision would be:

Active module.

Category: Engineering

Cooldown: 40s

Duration: 10s

As usual, two versions, one for hull, one for shield.

 

Because we currently can’t lock friendlies, it would have to be an instant hit laser-like weapon, otherwise hitting a jinking interceptor with it without a lead indicator would be a nightmare.

 

It would have some interesting ramifications:

* It would create a skill element to repairing that is currently lacking besides managing cooldowns, but without a radical departure from current game skills (everyone already has skill hitting moving targets with weapons, you’re just doing it with friendlies instead of enemies).

* It would force a repairer to choose between dealing damage and repairing friendlies, adding a trade-off.

* It would force repair ships to expose themselves to enemy fire to do their jobs because they’d need line of sight. Currently engineering frigates can hide in a dark corner behind some rocks and do a large part of their job absolutely perfectly.

 

Obviously, the last thing we need right now is moar healing, since it’s pretty OP already, so I would expect this be implemented only as part of a balance pass to repair modules, rather than strict additions to our existing repertoire.

This sounds like an awesome idea! +1