These forums have been archived and are now read-only.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

Author
Sniper Wolf18
Aggressive Diplomacy
#1 - 2013-12-05 17:23:45 UTC
Ok, I've been away from EvE for a while and I'm enjoying all the new features though one thing that's not been introduced is T3 mods.
Now I understand that t2 mods are quite powerful and faction/deadspace mods are even more so, though in the vein of T3 ships being extremely versitile, customizable ships, T3 modules should fit in this niche too. My suggestion (though it may have been suggested before) is to introduce a way of manufacturing modules that allows you to set their attributes by choosing from a number of attribute points in attribute pool for each mod. To make the module perform better in an area will require heavy investment of the points so you can't have a module that is extremely powerful in all areas, though you could have modules that do things much better than their T1 and T2 counterparts, such as having cruiser sized guns with the tracking of a frigate gun but having reduced damage, making it moderately more powerful than a frigate sized mod though very cap hungry as well. Or having a warp disruptor with an extremely long range, though due to this it would be extremely cap hungry, probably enough to put a strain on a battleship's capacitor.
I'm not sure how do-able it would be with the current game engine, or if it's even possible, it would obviously require lots of honing and perfection to iron out any balance issues, though it would make the world's deepest MMO even deeper.
Lijhal
Innoruuks Wrath
#2 - 2013-12-05 20:13:54 UTC
T3 modules

T3 Weapons would've the same tracking, damage & optimal/falloff stats as t2 weapons

But they have 2 charges, one for ammunition (same as current) and one for scripts
they need the weapon specialization of the t2 module on lvl 5

scripts have volatility and they can be (for example)

heat immunity
cap reduction
reload reduction
signature resolution
dmg increase
rof increase
tracking increase
optimal/falloff increase
speed/flighttime increase
explosion radius/velocity

etc....
grouped weapons need all the same scripts


now imagine what we could do with all the rest of the modules we have... like T3 Ewar modules, T3 Propulsion and T3 Shield, Armor, Drones etc ...


something ccp should consider if they're going to release in somewhat future a T3 Destroyer (yes dessi, not a frigate) and a T3 battleship (uses the same subsystems like the current ones, only nullifier and covert ops cloak are a noGO) !

T3 is the future :)

lij