Name: Union Module
Type: Command Fighter Active Module
Ranks: 9-15
Energy consumption: 70pts/s
Effective radius: 2,250m
Tooltip: 1/2 of the max natural shield regeneration capabilities and 1/20 of shield resistances are added to every ship within range of the host. The effects stack with multiple Union Modules active.
Function: For example, if the host ship has 100pt/s regen and 20pt resist on everything, and one allied ship enters the AoE with 100pt/s regen and 20pt resist on everything, both ships now have 150pt/s regen and 21pt resist. It rewards teams that stay together and help eachother.
One word: Useless.
Even 700 pts of shieldregen is useless(useful in refilling shield after battle but while lasting it’s just way to low).
What happen with -resistances?
I like the concept of buffing regen somewhat, but I would much rather fit the current shield resist module in one of the four slots.
But how about a module that increases the efficiency of personal repair kits (both shield and hull) by a certain amount? Or a module that reduces cooldown time of multipurpose modules of allied ships in range? This would still fit within the role of the command ship, while not overlapping with the role of the engi, and would require good tactical awareness for effective use.
As for the frigball problem, well this has been mitigated somewhat by destroyers since their weapons and mods are perfect for breaking up frigballs. This is one of the only positive effects of destroyers that I have noticed. However destroyers still require more ways to be killed by a single person, since teamwork is so absent in regular PVP due to lack of squads (but let’s not get into all that here, there are plenty of other threads).
Conclusion: this has potential and I am interested in seeing this idea develop!
I like the concept of buffing regen somewhat, but I would much rather fit the current shield resist module in one of the four slots.
But how about a module that increases the efficiency of personal repair kits (both shield and hull) by a certain amount? Or a module that reduces cooldown time of multipurpose modules of allied ships in range? This would still fit within the role of the command ship, while not overlapping with the role of the engi, and would require good tactical awareness for effective use.
As for the frigball problem, well this has been mitigated somewhat by destroyers since their weapons and mods are perfect for breaking up frigballs. This is one of the only positive effects of destroyers that I have noticed. However destroyers still require more ways to be killed by a single person, since teamwork is so absent in regular PVP due to lack of squads (but let’s not get into all that here, there are plenty of other threads).
Conclusion: this has potential and I am interested in seeing this idea develop!
Brilliant idea good sir. Or maybe just an overall module effectiveness booster?