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Player Features and Ideas Discussion

 
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Short & Long Range Logistics Modules

Author
Meat Missile
#1 - 2014-08-16 19:54:11 UTC
Guns / Missiles have short and long range versions, each with pros and cons.

Why not have Short and Long range remote repairers, energy transfers, and shield transports.

Short range cycle faster and do more but have range issues.

Long range cycle slow and use more capacitor / cpu / grid, but pack a great "alpha" repair.

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Too much logi as is, fights turn into "who outreps the other". Spice it up with different ranges for different doctrines, and counters.

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ShahFluffers
Ice Fire Warriors
#2 - 2014-08-16 20:13:41 UTC  |  Edited by: ShahFluffers
This already exists in a sense.

If you look at the stats of current repping modules you will find that they are all "short range" (even the capital reps/transfers only go out to 15km).

It is the bonuses from logistics ships themselves that add the extra range and repping power.


The tradeoff here is...
- "reps that have extra range/power" require you to use a ship that is not really geared for straight combat... instead being nearly completely reliant on friendlies for damage and defense.
- if you want that combat ability you can fit reppers to regular combat ships... at the cost of range and repping power.


And also the idea of logi ships providing reps from beyond ~50km (current logi rep range) rubs me the wrong way. It's already a hassle to deal with people who bring 10+ logi ships to a 15 man cruiser fight.
Joraa Starkmanir
Station Spinners United
#3 - 2014-08-16 20:32:21 UTC
If we then assume the current modules are short range, a large with 50km range would rep like a small or something like that?

So the realistic use for long range logistic modules would be keeping drones alive
Meat Missile
#4 - 2014-08-16 20:37:14 UTC
Rebalance logi around the remote rep change.

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Christopher Mabata
Northern Accounts and Systems
#5 - 2014-08-16 21:39:32 UTC
Meat Missile wrote:
Rebalance logi around the remote rep change.


Do you have any ideas how? Because right now this comes across as an attempt to salvage 1 bad idea with what could be another ( Only time will tell )

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James Baboli
Warp to Pharmacy
#6 - 2014-08-16 22:36:36 UTC
The long versions makes it insane to fight as a true solo, because every ship with a utility high should now mount a long range rep, and just alpha people back to full, and have no hard counter besides ECMing the whole opposing fleet.

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Fer'isam K'ahn
SAS Veterinarians
#7 - 2014-08-16 22:41:45 UTC
This has already be proposed, also in conjunction with the new module tiericide (by me actually) ... which makes this a redundant repost.