These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

T3 Modules?

Author
Aesiron
Arquebus Co.
The Ravens' Nest
#1 - 2011-10-16 16:05:27 UTC
Do you think that there should be T3 modules that boost extra efficiency for a large cost?

For example:

T2 Hardener = 55% resistance.
T3 Hardener = 65% resistance.
Sigras
Conglomo
#2 - 2011-10-16 20:18:14 UTC
No, T3 is supposed to be more customizable not out and out better

https://forums.eveonline.com/default.aspx?g=posts&t=21926&find=unread
betoli
The Scope
Gallente Federation
#3 - 2011-10-17 02:13:37 UTC
Aesiron wrote:
Do you think that there should be T3 modules that boost extra efficiency for a large cost?

For example:

T2 Hardener = 55% resistance.
T3 Hardener = 65% resistance.


No!

T3 Hardener = 15% omni resistance
Kinetic Script = adds 40% resistance against kinetic damage, loading time 20 seconds.
T2 Kinetic Script = adds 42.5% resistance against kinetic damage, loading time 15 seconds.
etc.

T2 should be best, T3 should be flexible.

Nova Fox
Novafox Shipyards
#4 - 2011-10-17 02:25:09 UTC
Tech 3s where originally riggable modules.

Then evolved into the overheat modules, but it got scrapped

So i have no idea what ccp is up to0.

Tech 3s though if introduced should be flexible and only become the best because they're not sacrificing as much to get the similar results. Like a tech 3 repper might be giving some resistances.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Spr09
Abyssal Echoes
Invidia Gloriae Comes
#5 - 2011-10-17 03:19:46 UTC  |  Edited by: Spr09
i agree with the scripting idea. there'd be 7 modules to choose from that take up regular ships slots. however each ship has a maximum amount of t3 mods they can fit on. the 7 to choose from would be shield, armor, offensive, propulsion, electronic, engineering, and command modules. all of these modules do nothing on their own but once a script is added they give minor bonuses that get amplified by your skills. also the scripts would have a 20 second reload timer and need to be active like a cloak (to avoid overpowered modules)
script examples:

shield:
regeneration- decrases shield regen time
boosting- gives a shield boosting bonus
extender- % bonus to max shields
hardening- increases resistances
offensive- boosts shield transporters

armor:
accelerator- decreases armor repper time
boosting- increases armor repared per cycle
extender- % bonus to max armor
hardening- increases resistances
offensive- boosts remote reppers

offensive:
turret precision- increases falloff with turrets and decreases cap use with gallente/amarr
turret modifier- increases damage mod and fire rate with turrets
missile precision- increases missile flight time and explosion radius
missile modifier- increases damage and fire rate of launchers

propulsion:
stabilizer- decreases the inertia modifier
radius- decreases the signature radius
speed- increases the speed boost of ab/mwd
offensive- increases warp disruptor/scrambler, webifier ranges

electronic:
targeting- increases the max targets
resolution- increases the targetins resolution
eccm- boosts the sensor strength
offensive- increases ecm, target dampening, and target painting effectiveness


engineering:
battery- increases max capacitor
generator- decreases recharge time
boost- decreases the fire rate of cap boosters
parasite- boosts the effectiveness of neuts/nosf/transfer
offensive- increases the range of neuts/nosf/transfer

command:
drone processor- increases the bandwith of a ship
extended bay- increases drone bay
link processor- boosts bonuses from gang assist modules
link extender- increases the amount of gang assist modules you can have active





ive had similar t3 mod ideas btw. Lol