These forums have been archived and are now read-only.

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

Ships & Modules

 
  • Topic is locked indefinitely.
 

Tech 4 Thoughts

Author
Rhastafan
Brutor Tribe
Minmatar Republic
#1 - 2011-12-07 10:56:10 UTC
My idea for Tech 4 is that it is modules only, no new hulls. The Tech 4 mods would have multiple effects that would normally require multiple mods from the same slot level, but the tech 4 mods would require slots from different levels. For example a T4 laser might have the dual effect of damage and energy vampire while taking up both a high and a low slot. Think dual effect mod that does both target painting and tracking disruption while taking a mid and a low; a dual function missile launcher that both launches missiles and acts as a smartbomb taking up both a high and a mid and so forth.

Some things might require multiple versions to account for different slot layouts (its easy with lasers since laser hulls have plenty of lows but for hybrids and projectiles you would need some versions taking an extra low while others take an extra mid).

One thing to keep in mind is that the dual functions should not be things that can be achieved with regular mods from the given slots (like a mod that provided both ECM and ECCM while taking a mid and a low wouldn't qualify since you can already get that effect from 2 regular modules in those respective slot positions).
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#2 - 2011-12-07 11:06:41 UTC
My thoughts on where they might go next with the Tech-system and modules.

Tech 3 was all about inter-changable hull modules to customise the ship usage. CCP wisely chose to do this only on Cruiser class ships (for now) so that their impact on the game could be understood without creating something wacky at either end of the spectrum - i.e uber frigs that make all other frigs redundant.

Tech 3 modules might follow a similar pattern. For example you might make a T3 medium laser by putting parts together that a) make it 'pulse' b) increase the damage but c) lower the optimal range and tracking. I see your idea kinda falling into this area although I appreciate your suggestions being more out of the box than my example.

I honestly cannot see CCP even considering Tech 4 modules or ships at this point. There is just so many options still in the Tech 3 area.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Skippermonkey
Deep Core Mining Inc.
Caldari State
#3 - 2011-12-07 11:12:13 UTC
seeing as tech 3 is dead in the water as far as future development of it goes... (and thankfully so)

I can see tech 4 being something that will never be developed

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

XDragX
Pandemic Horde Inc.
Pandemic Horde
#4 - 2011-12-07 21:47:50 UTC
There's not even t3 mods yet. Don't get ahead of yourself. -.-