I put “restoration module” in the search bar yet found nothing in regards to this, which I found surprising so I apologise if I’m going over stuff that’s been covered already.
Idea:
Add a dedicated restoration and survival module slot that unlocks when the ship reaches max synergy.
There are enough restoration/survival modules, flares, resists n repairs, I believe to make a survival module slot viable.
However, I believe for certain roles it can be considered not a viable option to bring resto/survival mods over an active role module.
Fundamentals:
-Extra active module dedicated to restoration and survival modules only.
-Modules added to the survival slot take longer to recharge. Let’s say, for now, 50% longer.
-Becomes available at T2.
-Module is unlocked when ship synergy is at maximum. (Premium ships come unlocked)
What I think the pros’ are :
-Increased diversity in engagements
-Adds demand for additional survival modules
-Flares for engineers
-Allows a small degree of self maintenance without solely relying on engineers. (Apologies, but I can’t remember the last time I saw someone with a repair kit equipped)
-Rewards the player for achieving max synergy with their ship.
-Players are not forced to drop an Active Role Module for their first resto/survival module, however to get more survivability the player may still sacrifice Active Role Modules for additional resto/surv mods in the standard active slots.
And the cons’:
-Worst case scenario, everyone simply equips the resistance for 8sec mods and nothing really changes aside from longer fights
-Another button to fit on the ‘neighbouring keys’
-Current survival modules may have to undergo changes so that they’re balanced.
-Engineers repair rates may have to come down to compensate for self heals, I’m purely conjecting on this one, though.
Ideas for more survival modules:
(All numbers are hypothetical
and not to be taken literally)
Energy booster. CD 60s
Regenerates your energy by 70/s for 8 seconds for a total of 560 energy.
Intended to counter energy siphon missiles and offer a window of opportunity. Also helps against ECM siphon unless if you’re using afterburners,
Auxiliary shield siphon. CD 90s
Siphons pilots own shields at a rate of 500/s and transfers them away to the nearest ally within 700m at a rate of 350/s. Lasts 6 seconds.
Removes 3000, gives 2100. The close proximity 700m requires a skilled pilot to use this to back up bomb carriers. In less heated situations such as topping off a guard frigate, it is easier to use.
Anti-mine missile. CD 20s.
Removes a total of 4 minefield-ticks/mines per missile. Can equip a stack of 2 (maybe 3) in the survival slot.
So for example, one missile will destroy 2 ticks 2 proximity, or 3 proximity 1 tick, or 4 ticks aka 1 minefield.
Debuff remover. CD 90s.
Removes 1 debuff from the pilot, ignoring auras such as the weapon and engine inhibitors. Targets most recent debuff.
Take that, spy drones! Wait they’re still there… Screw you, plasma web!
Emergency reverse. CD 60s
Diverts all engine power to front thrusters and slams the spacecraft into reverse. For 3 seconds the ship can travel in reverse at 50% of the ships afterburner speed.
The manoeuvre is not without consequence, the ship’s receives a “systems cooling” debuff and speed is reduced to 75% for 10 seconds while the engine cools.
For a light craft like inty the reverse is almost instantaneous, for a frigate it should take about 1 second to go into reverse, fighter somewhere in-between.
The Dogfighter. CD 120s
Increases rotation/manoeuvrability by 30% for 15s.
Giving fighters the option for that edge against intys, every now n again.
I could probably think up more, but… I really want a joint.
Peace