Some feedback

I’m surprised no one bothered to comment/give feedback about Yith’Mor, the new Ellydium command.
So here’s my 2 cents, as an invitation to a debate.

Honestly, I’m surprised by how weak this ship is, considering it’s new tech and it’s supposed to be “advanced”. The main problem is exactly in the name - “command fighter”. This compromise, to mix specs from both, is the main issue. It’s either a standard/full command ship, or it’s a pew-pew aka a gunship/fighter. Why mix these two, to what purpose? Anyway, if you ask “if this ship is weak, then how would a strong one be like” let’s imagine something along the lines of:

  1. a ship where the Ion-beam missiles would have an impact of 15-20 seconds (would stop the enemy from using modules). This is really no big deal, since 20 seconds can be reduced to about 4 by using 2 x Protonwalls (which is a very strong module, yet rarely used).

  2. similarly, Inhibitor missiles that would reduce the resists by 100 points, at least. This could also be countered with Protonwalls.

  3. an active module that would double (even triple?!) the effects stated above, for 10-20 seconds. It’s just an example, the numbers can be adjusted. Personally i’m sick and tired of “new” modules that increase damage by 30-40%. And then one more that does the same thing, with a changed name (Crystal thruster). That’s not “new”, that’s laziness and getting comfortable. Unfortunatelly.

  4. a main module that uses energy to absorb damage - this is zero real innovation. Nothing new. What about a spec module that enhances the range of the command effects? An example: the standard range is 3.000m. If the ship moves above … 30% speed, the range extends to 10.000m. If the special module is activated, the range increases to max, for example 15.000m (that would be ideal for sec con). Or those very large PvP maps.

  5. a module (active or special) that would vastly increase the speed of the missiles! Where the effects can stack! :slight_smile: Imagine a Chiron with torpedoes in sec con, boosted by 2-3 nearby commands. Torpedoes that would reach 1500-2000 m/second would be something to consider :slight_smile: Or would decrease the time for detonating the nukes, from 7 seconds to 1-2, if the bomber is in range.

  6. Personally, I consider the new specific modules to be gross. Simply gross. Guiding Crystal and Crystal prism (for the guard) - everytime i used them i felt like a sorcerer/wizard/mage from a few centuries ago, casting a spell on a teammate. That is simply horrible, i put these mods offliine. The same goes for that auto-lock module (Crystal beacon). That is simply sick, like someone’s wet dream… We are in 2025 after all, it’s the 21st century. I won’t add more…

  7. Similarly, related to the damage-absorbing shield, imagine a command that can drop a bomb from the missile slot. This would be an energy bomb meant to replenish the capacitor, so that the ship can tank more, in case the energy was fully used to absorb damage. This would be an exclusively defensive module. Imagine this in combination with some sort of Missile reload module - it would be a pretty strong ship, that could develop an interesting gameplay.
    7.1 An active (or passive?) module that would lock or switch this energy bomb to act offensively, to absorb energy from an enemy. Again, the specs would be closely related to a nuke, meaning it should absord something like 8-9000 energy points in a range of about 1-2000 m. Only some dessies would be able to “tank” it :slight_smile:

  8. On the negative side, it’s obvious someone has an obsession with firepower. “Kill, shoot, destroy” - is the message. 1.000 bullets/second, hey even 100.000 bullets/second if possible, why not? Again, imho the firepower should be developed/improved on a gunship, not on a command.

  9. if we go along with the 3rd special module, being the “best”, or the most advanced, how about considering a module that allows the players to decide which teammate gives the bonuses!? Example: there are 3 Yith’Mor in the same team, in a match, all using the 3rd variant of the special module. They all decide to transfer their bonuses to player 1, for example. This means that player 1 would give very strong boosts, that stack from himself + the other 2 commands (range does not matter). Now this would be a nightmare for the enemy team, because they wouldn’t know who has the boosts. It’s just an example, to “pass” the boosts to an ally.

  10. A really special module that allows to vastly increase the hull/shield resists for a teammate? 500 points ,for 10 seconds, for example? Make him immune even when he is focused? And also act as an ECM, to remove all negative effects. Meaning that you can select which ship gets that bonus, instead of applying them all around, in a certain range. Surely not like a wizard’s stick, aka Guiding Crystal !

Obviously, all of the above are just a few examples.

Best wishes and more inspiration for the future ships! :slight_smile: