Vote what you want most, Look below for details on the options.
Repair modes are more constant, with 1.2 the current cool down, but regeneration either instantly or over a long duration. (15 second regeneration, at 25 second cool down, or 50% Health, at 25 second cool down
these figures are based on a % Value of your ships total life. 7% For shields, 7.5% for hull.
2000 / 7% = 140 x 15 = 2100 / 20 sec cool down. Total: 105 Shield per second (SPS)
Or (Instant Heal) 1000/25 = 40 Total 40 SPS (this is about half because its instant, ideally instant mods will be better for interceptors, while over time will be better for larger ships that have more pool to eat through.)
684 / 40 seconds = Total 17.1 HPS
These changes would include changes like Nerfing damage on ceptors to make them more of a scout ship, that go’s around tagging people with spy drones (so that the team can see where all enemies are) and playing a support role with similar objectives.
These changes would also include making support ships more friendly with healing figures like above, that will generally speaking, heal better.
All support Class ships, that have none combat based roles (interceptors, Support ships) Will receive participation points in games for doing these things.
These changes would focus more in the area of changing the racials, and ships abilities, so that things are more tactical. some changes in this area would include
All races becoming universally based on a common ability, with various altering effects for each race, examples of this are below. These sorts of changes would cause people to use the stated tactics below.
Empire : well rounded on offense/defense. highest response time of all three races.
Federation : Heavy offense, Excels at ambush tactics.
Jerico : Combat kings, Excels at brute attacks. Aka Blobbing.
Warps the ship 7,500km
30 second cool down
Interceptor : No Charge up time.
Fighter : Travel distance increased to 10k
Frigate : After exiting Hyperspace, restoration cool downs are reduced by 25%.
Cloaks the ship for up to 90 seconds, or until the ability is reactivated.
Cool down 45 seconds,
Interceptor : When cloaked, movement speed is increased 30%.
Fighter : After decloaking Decloaking 5% Critical strike for 10 seconds.
Frigate : Decloaking causes enemies in 5000m not to be able to fire weapons or missiles for 10 seconds
Regenerates Sheilds 40% faster for 15 seconds.
Cooldown: 45 seconds
Interceptor : While regenerating, movement speed increased 35%.
Fighter : When regenerating, your attack speed is increased by 15% and critical strike by 5%.
Frigate : After the shield buff experiences, your shield explodes dealing damage equal 50% of your shield amount as thermal to all enemies in 3500m
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New - Changed the suggestion to the following
all races now share ship-wide buffs that are t he same, largely due to the difficulty of programming and balancing all ships diverse effects of the racial. the buff suggestions as follows.
Empire : Warp 10,000km. on exiting. On exiting hyperspace armor resistance is increased 30% for 15 seconds.
Federation : Cloaking. Lasts 30 seconds. 45 second cool down. critical strike is increased 10% After decloaking for 15 seconds.
Jericho : Can now shift through the resistance tree, increasing resistance to a specific type for 15% or 7.50% for all. Passive: regeneration of shields is increased by 10%.