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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Cynogen1
State War Academy
Caldari State
#201 - 2012-01-17 07:07:34 UTC  |  Edited by: Cynogen1
AoE: T2 Doomsday Device allows for scripting to area of effect doomsday. Requires DD Operation 5. Sounds fun :) same mechanic used in warp disruption field generators. If aoe is to much, t2 doomsday could be 5 min timer instead of 10.
Gerrick Palivorn
Caldari Provisions
Caldari State
#202 - 2012-01-17 07:21:15 UTC  |  Edited by: Gerrick Palivorn
Suicide Drones: Drones that attatch to an enemy ship and blow up, Slow and powerful

Hull Repair Drones: Yep definately would be useful

Stealth Plates: Low slot module that reduces Sig Radius passively

Spacial Disruption Generator: Mid slot, active module, that reduces sig radius

Ewar bubble probes: Functions like the warp disruption probes but provides specific ewar effects at a reduced effect to there focused counterparts. Launched off of Dictors

Scripted ECM: Drop racial jammers and move all ecm to scirpts, reducing off race jam chances to 0%

Targeted/bubble/system wide cyno jammers: Self explanitory and badly needed

Jump drive modules: Can be fit to regular ships or to ships already fit with a Jump Drive to enhance there capabilities, high fitting requirements and severe penalties should be applied. Should bring some badly needed options to the Black Ops field

High Slot: Jump Drive Optimizer: Allows the current ship to jump to Cynos, decreases fuel usage on a jump capable ship, Penalties to sig res and sig radius

Mid Slot: Jump Drive Calibrator: Determines range of Jump Drive 1 LY base and a 1 LY increase per module. Penalties to Locking Range and cap recharge.

Low Slot: Jump Drive Fuel Bay: Adds a fuel bay to the ship, base fuel bay would depend on size of the ship, BS:1000 BC:600 Cruiser: 450 Frigate: 200; excludes ships that already have a fuel bay. Additional modules at 20% more to the fuel bay. Penalties to speed and cargo bay.

I think thats all for now.

MMOs come and go, but Eve remains.  -Garresh-

Gevlin
Pator Tech School
Minmatar Republic
#203 - 2012-01-17 07:37:59 UTC
Nova Fox - keep up the brain storming
Dumb Ideas may start dumb but with a twist from another can become brilliant
Once we have the ideas on the board then start seeing what is trash and what can be salvaged.

Looking for Strip miners for Mining barges that can destroy structures like Custom offices but also harvest scarp metal. And a few Drone like elements for refining
This will allow Miners to enjoy the dull task of Structure shoots, a change from shooting roids.

I do like crews, have some ship modules that will increase the productivity of the crew like a Holo deck, to unwind in. Or Escape pods system giving crews a better chance to servive

And have the crew also gain experience over time.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Gevlin
Pator Tech School
Minmatar Republic
#204 - 2012-01-17 07:40:19 UTC
Tech 2 doomes day, when it finished over loading it destroys the ship and sets off a AOE blast like the original dooms day

or the Original dooms day but massive skill point loss is achieved from it. 6 months to a Years worth of trianing gone

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Nova Fox
Novafox Shipyards
#205 - 2012-01-17 07:44:03 UTC  |  Edited by: Nova Fox
Astronavigation Rigs/modules

Planetary Goods Cargo Partition Rig
Grants a bay that only accepts planetary goods consumes half of the existing cargo bay. Does not work with similar exisitng bays.

Planetary Goods Cargo Expander.
Increases Bay size of the Planetary Goods Bay and provides more space than standard expanders

Planetary Goods Chargohold Optimizer Rig
Increases palentary goods bay at the cost of armor.

Magazine Partition Rig
Grants a bay that only accepts ammo, scripts, drones, charges and like items conusme half of existing bay. Does not work with existing bays.

Magazine Expanders.
Increases Bay szie for Munitions at a more effective rate than standard expanders.

Magazine Optimizer Rig
Increases palentary goods bay at the cost of speed.

Mineral Partion Rig
Grants a bay that only accepts refined minerals consumes half of existing bay. Does not work with existing bays.

Mineral Bay Expander
increases Mineral bay size.

Mineral Chargohold Optimizer Rig
Increases refiined minerals bay at the cost of armor.

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

Nova Fox
Novafox Shipyards
#206 - 2012-01-17 07:52:24 UTC  |  Edited by: Nova Fox
Armor Rigs

Remote Repair Accelerator.

This rig will increase the speed at which remote armor repairs cycle at the cost of ship speed. Stacking Penalty to be included.

Remote Repair Nanopump

This rig will increase the amount at which remote armor repairs restore per cycle at the cost of ship speed. Stacking penalty to be included.

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

Valeo Galaem
Deep Core Mining Inc.
Caldari State
#207 - 2012-01-17 07:55:06 UTC
Update for Smart Bombs

Instead of full AOE it is changed to "hits X targets in Y range with Z damage" and follows a static threat/range priority (e.g. missiles > drones > frigates > etc). X, Y, Z scale with Smart Bomb class and meta level. Z damage is divided between targets hit.

Smart Bomb Scripts
  • Point-Defense: X targets is increased while Y range is reduced.
  • Area-Defense: Y range is increased while Z damage is reduced.

Purpose: allows ships to be configured to defend themselves against drones or close orbiting ships, or to reach out and chip at smaller ships, especially in fleets as a screen against smaller attackers.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Ricc Deckard
The Scope
Gallente Federation
#208 - 2012-01-17 08:00:24 UTC
1) Capital Docking bay ...

Enables Piloted ships to dock into Ship Maintenance Arrays (Carrier)

Would be awesome to see carriers cynoing in and deploying a whole Fleet. This would add a completely new role to this ship ...

2) There is a small Tractor beam, why no large? ;)

3) Fix the T2 armor plates, please :)

4) Salvage Drones? (I know, in my dreams ... ;) )

5) T2 Cynosurial Field generator ( 5 mins, less lo )

6) Aoe Webifier module/script for Hics

Thats all for now, and @Nova Fox there is an edit button in this Forum ;)
Moonaura
The Dead Rabbit Society
#209 - 2012-01-17 08:14:01 UTC
An increase in factions that drop shield pieces, specifically the faction invulnerability fields.

Faction EANM's cost roughly 55m ISK, typically two are used to get the similar resists to say, a single Invulnerability field.

Faction Invulnerability fields however, cost 550m ISK... more than 10x the cost, the cost should be more like 110m ISK to compare to armor faction tanks.

The 1.1 Patch goes some way to addressing this by adding Dead Space invulnerability fields - yay! While this will reduce the demand on Faction Invulnerability fields to some point, it will not reduce the cost by 440m ISK. The reasons for this are simple:

Factions dropping EANM modules: 9
Factions dropping Invulnerability modules: 3

And out of those factions:

Factions dropping 'Better that T2 EANM modules: 7
Factions dropping better than T2 Invulnerability fields: 2

So, quite simply, the drop rate for Invulnerability fields is far below that of armor, which increases scarcity, which increases demand, which increases price and we end up where we are; With silly prices that will never be used in a PvP fit.

To resolve this, more factions should drop the better than T2 Invulnerability Fields - ideal candidates are the Minmitar, and True Sansha - both of whom use shields in their ships. Many thanks!

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

James Arget
Future Corps
Sleeper Social Club
#210 - 2012-01-17 08:41:49 UTC  |  Edited by: James Arget
Shield Injector/Armor Injector. A hybrid between a shield booster/armor repper and a cap injector, the mid or low slot module would consume very bulky charges, but will give a significant boost to shield or armor. Consumes to capacitor to use. Tanks that burn bright but fast.

Medium/Large tractor beams which can be targeted to ships during combat, and also scripted to become pressor beams.

Midslot "Ballistic Optimizer" which functions with scripts to increase missile explosion velocity, reduces explosion radius, or both.

Sensor Damper scripts to reduce max locked targets. Script for Sensor Booster/ReSeBo to increase locked targets. Overheat to increase effect of Sebo, including gaining more locked targets.

Jump Drive Range rigs.

CSM 8 Representative

http://csm8.org

Fraa Bjorn
Cell 317
#211 - 2012-01-17 08:50:57 UTC
a rig that increases CPU

All games have QQ, but only Eve has Q.Q

CCP SoniClover
C C P
C C P Alliance
#212 - 2012-01-17 09:33:32 UTC
Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here.

Just a quick note on why we're looking into adding new modules, rather than focus completely on fixing/balancing existing stuff - what we're looking into is creating a fluid tactical environment that shifts over time. So we're not looking into creating an uber-balanced utopia ala Starcraft II that, once achieved, we can then walk away from. Rather, we want to achieve a more chaotic environment where 'best' fittings change rapidly and the value of items (modules, rigs, ships) is relative based on the current metagame rather than fixed in eternity. The idea is that a fluid, ever-changing environment like that will have more long-term appeal in a game like EVE than a static uber-balanced system does.

There is of course many more things that come into this, I will probably have to write a devblog at some point to discuss the finer details. For now, all I can say is that it will take more than a release or two to realize this, so we're still in the very early stages.

Also, I want to stress that the stuff above does not mean we will not touch existing stuff, a big part of this work is aimed at fixing existing issues, fill existing holes, etc. Modules with completely new functionality is just the tip of the iceberg.

To fuel the idea creation a bit more, here are a few more keywords to mull over:


    Conditional effects
    Dual-function modules
    Reactive modules
    Damage over time
    Chain effects
    Deployable terrain


Thanks again guys for all your great input.
Moonaura
The Dead Rabbit Society
#213 - 2012-01-17 09:40:49 UTC  |  Edited by: Moonaura
Well Soniclover, I originally posted this idea in the hybrid balancing thread, as a way of helping gallente pilots in a tactical situation.

Updated for clarity and simplification:

I would call these 'Tactical Modules' as that is their usage and benefit.

Basically the tactical modules would be designed for everyone to use, while giving relevant race specific bonuses. Tactical Modules are entirely optional, they don't have to be fitted, but can offer a tactical edge if they are. By being pilot controlled and not a permanent effect, it makes timing their activation entirely relevant; this makes combat more diverse and interesting.

Tactical modules could be limited so that only one of them can be installed on a ship, thus avoiding stacking issues and ships with lots of mid slots abusing them.

In addition, by giving extra bonuses to the relevant races, you increase the chances of them being used by the race they were intended for, and instead help balance that race, while not unbalancing the game.

Here is a rough list to get the idea across about what these modules could be / do:


  • Speed Burst: Tactical Module: Improved engine interfaces allow for engines to be briefly stressed, increasing ship speed by 25% for 10 seconds. Gallente get 200% bonus to burst duration. 5 minute cool down.

  • Armor Resistance Boost: Tactical Module: Through advances in repair nano technology, briefly increases armor resistance by 25% for 10 seconds. Amarr get 200% bonus to boost duration. 5 minute cool down.

  • Signature Reduction: Tactical Module: Helps to mask the ships signature to briefly reduce ship signature by 10% for 10 seconds. Minmitar get 200% bonus to boost duration. 5 minute cool down.

  • Shield Resistance Boost: Tactical Module: Advances in shield matrix technology, briefly increases shield resistances by 25% for 10 seconds. Caldari get 200% bonus to boost duration. 5 minute cool down.


You could offer tactical modules that do other things briefly, for say e-war, but still have race bonuses in the same way. But, hey, I think this would be cool and 'could' add something fun to combat. It would give everyone a new way of thinking about combat in EvE, from FC's of 100 man gangs, to Skirmish Gangs or one-vs-one engagements, and even be of use to PvE pilots who want to get past difficult parts of a mission if it is used correctly.

It needs thinking through for sure, but my overall point is that to help solve the 'Gallente Blaster' issue while keeping the game balanced and races unique, while giving everyone something to get their teeth into.

Feedback welcome

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#214 - 2012-01-17 09:43:12 UTC  |  Edited by: Moonaura
Reduced for clarity, was originally two posts. I would add to my previous post, that these tactical modules are high slot modules. I would not use them for caldari, they simply couldn't afford to lose the mid slots to tank, and the same could be argued if they were low slot.

There should be some drawback to using them, but high slot feels 'right'.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Jarnis McPieksu
Aliastra
Gallente Federation
#215 - 2012-01-17 09:55:15 UTC  |  Edited by: Jarnis McPieksu
The only "deployable terrain" we have today is warp disruption bubble - either from a dictor/hictor or from anchorable bubble. There also once was a plan to add mines but those never went anywhere and I guess were removed from the game at some point (some copies of these still exist...)

POS shields, I guess, would also kinda fit here but they are far more complex and time-consuming to set up and can only exist at moons.

A portable, deployable "POS shield" would be an obvious idea to work on. Naturally you can't have a mobile "Large POS" grade shield that takes huge amounts of damage to collapse but something around that mechanic could perhaps introduce situations where part of the fleet could be on the field, yet inside a shield unable to take or deal damage for the moment. Yes, there would be many gotchas that would need careful consideration on deployment delay, capability to move it, bumping, EHP etc... but it could all be fleshed out from the basic idea of being able to set up "fortifications" on the field under certain rules and limitations. Could be deployables, could be "bomb"-style things comparable to dictor bubles or stealth bomber bombs, could be active modules like HIC bubbles (with either specific ship or restriction to certain types of ships), could be something completely different.

Alternatively we could have other kind of "field" effects that change the parameters of combat. A "sensor damp bubble" (shorter range, longer lock time) or "web bubble" (slowing everyone inside it) could be interesting - again with the questions of "how to deploy, what limitations" completely open.

A third option could include system-wide variables. We already have those in Wormholes and in Incursion systems (Sansha penalties) and while some of them are just a tad silly, the general idea of being able to influence a whole system in some way could be interesting. Right now the only thing like this we really have is the Cynojammer.

Such features, depending on exactly how they are implemented, could for example allow defenders (or very prepared attackers) to mould an expected battlefield to counteract expected strategies. Careful testing and development would be required to get balanced and fun stuff without making certain ships or strategies completely obsolete.
Moonaura
The Dead Rabbit Society
#216 - 2012-01-17 10:04:14 UTC  |  Edited by: Moonaura
A new type of command or capital ship only module that creates a distance based effect around the command ship. There was a space game whose name I can't think of right now, where this idea comes from, but simply put:

Imagine a field that is created around a ship, that as long as other ships are within it, it changes things, there could be a multitude of different effects for different benefits for both ally and enemy ships within the field.

I would not make this module 'stop' the command ships dead when activated, sort of like how other modules work because, frankly this would give the Damnation and it's 600,000 EHP tank to much advantage compared to the Vulture which needs its agility to compete.

This sort of module could reinvigorate the Eos if there were E-war based modules.

Naturally there should be counters to said effects and modules. One mechanic could be to make them time limited.

Or... perhaps there is an entirely new ship created for EvE that can create these sort of effects, a sort of tactical fleet ship.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Kenpachi Viktor
Perkone
Caldari State
#217 - 2012-01-17 10:08:00 UTC
One idea that I had for deployable terrain.


Remove the warp ability from super capitals, (but allow them to cyno hop in system)
Make their effects grid only
Make them a gravity well that sucks every ship on grid towards its self.

Ugh

A war that would’ve involved 20,000 players, 75% of nullsec space, and hundreds of supercapitals was halted not by diplomacy, but by a game mechanic so dreadful that those who have experienced it previously have no desire to do so again. - Fix POS & SOV

Moonaura
The Dead Rabbit Society
#218 - 2012-01-17 10:14:07 UTC
CCP SoniClover wrote:
Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here.


    Conditional effects
    Dual-function modules
    Reactive modules
    Damage over time
    Chain effects
    Deployable terrain


Thanks again guys for all your great input.


Good to think about these sort of things, but SoniClover, if you introduce Damage over Time, you also have to introduce Heal over Time and consider the impact on current logistics remote repair and shield transfer mechanics.

Lets say a fleet gets hit with 20 damage over time effects, how do logistics pilots counter this? Constantly switching targets is... well... its going to suck I can tell you and may well make logistics relatively pointless.

Other alternatives to counter Damage Over Time, are a burst repair module, that sort of gives logistics ships an AOE remote repair / shield transfer. Then... then you have the proper counters and balances that make fleet engagements more interesting, and fleet positioning, far more important.

I feel if you introduce these sort of things, then, maybe the long ago Fleet formation stuff should be introduced... can't remember how many years ago that was talked about as a 'future' thing, but it never saw the light of day.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

paradigmblue
Perkone
Caldari State
#219 - 2012-01-17 10:18:54 UTC  |  Edited by: paradigmblue
Focus: Heavy Interdictors

New Modules[

Stasis Webifier Field Generator
High Slot
Only usable by Heavy Interdictors
10k base range, improved by level of Heavy Dictor (14k with T2 Module and HIC 5)
Creates a Stasis Webifier Field centered on the Heavy Dictor
All ships within the Stasis Webifier Field have their velocity reduced by 30%, except for the Heavy Interdictor generating the field.
Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized

New Scripts

Scrambling Field
Script for Warp Disruption Field Generator
Modifies the Heavy Interdictor's Warp Disruption Field to add a Warp Scram effect.
Warp Disruption Field range decreased by 33% (24k>16k With T2 Module and HIC 5)
Ships within the range of the scrambling field cannot activate their microwarpdrives.

Long Range Disruption
Script for Warp Disruption Field Generator
Modifies the Heavy Interdictor's Warp Disruption Field Generator Module to a single target, 1 point strength warp disruptor.
Increases range of Warp Disruption Field Generator by 200% (72k with T2 Module and Heavy Interdictor 5)

Long Range Scrambling
Script for Warp Disruption Field Generator
Modifies the Heavy Interdictor's Warp Disruption Field Generator Module to a single target 2 point warp scrambler.
Increases the range of the Warp Disruption Field Generator by 100% (48k with T2 Module and Heavy Interdictor 5)

Long Range Webbing
Script for Stasis Webifier Field Generator
Modifies the Heavy Interdictor's Stasis Webifier Field Generator to a single target web.
Increases the range of the Stasis Webifier Field Generator by 200% (42k with T2 Module and HIC 5)

New Rig

Field Projection Amplifier
Increases Warp Disruption Field and Stasis Webifier Field Radius by 25%
Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized


Focus: Recons and Black Ops Battleships

New Recon Ship Bonus
Electronic Warfare Script Penalties reduced by 15% per level of Recon Ships
(If a script has a penalty of 50%, at Recon 5 the Penalty would be reduced to 12.5%)

New Black Ops Battleship Role Bonus
Electronic Warfare Script Penalties reduce by 100%

Scripts

Stasis Strength
Script for Stasis Webifiers
25% bonus to the velocity factor of the stasis webifier
25% penalty to the range of the stasis webifier

Stasis Range
Script for Stasis Webifiers
25% bonus to the range of the stasis webifier
25% penalty to the velocity factor of the stasis webifier

Warp Disruption Range
Script for Warp Disruptors and Warp Scramblers
25% bonus to warp disrupt range
50% penalty to warp disruptor activation time

Propulsion Disruptor
Script for Warp Disruptors and Scramblers
Warp Disruptor or Scrambler disables all propulsion mods on the target, including afterburners
Warp Disruptor or Scrambler strength is lowered to 0
25% Penalty to module range

Energy Drain Range
Script for Nosferatu and Energy Neutralizer Modules
Increases module range by 25%
50% Penalty to amount of energy drained/neuted per cycle

Energy Drain Amplifier
Script for Nosferatu and Energy Neutralizer Modules
Increases enerrgy drained/neuted by 25% per cycle
50% Penalty to Module Range

Shield Resist Nullifier
Script for Nosferatu and Energy Neutralizer Modules
Lowers target's shield resistance. If script is loaded on a Nosferatu, shield resistances will increase by the amount they were lowered on the target.
100% Penalty to module capacitor use
Using more than one type of module or similar modules that affect the same attribute on the ship will be penalized

Armor Resist Nullifier
Script for Nosferatu and Energy Neutralizer Modules
Lowers the target's armor resistance. If script is loaded on a Nosferatu, armor resistances will increase by the amount they were lowered on the target.
100% Penalty to module capacitor use
Use of Multiple armor resist nullifiers will result in diminishing returns.

ECM Lockbreaker
Script for ECM Jammers
Increases Jamming Strength by 25%
Reduces duration of jam by 100% (Any of the target's current locks are broken, but target may immediately re-target)
50% penalty to module activation/duration time

ECM Focusing
Script for ECM Jammers
Increases Jamming Strength by 25%
50% Penalty to ECM optimal range

ECM Projection
Script for ECM Jammers
Increases ECM Optimal by 50%
50% Penalty to ECM Strength

Focus: Missiles

New Modules

Fire Control
Low Slot Active Module
Increase to Missile Velocity (Amount dependent on Meta Level)
Reduction to Missile Explosion Radius (Amount dependent on Meta Level)

Rapid Assault Missile Launcher
Launcher for cruisers and battle-cruisers intended to counter fast frigates, can only be fitted with regular and advanced light missiles.
Requires 50% more grid to fit than standard Assault Missile Launchers (75 rather than 50)
Each launcher fires 2 light missiles per cycle instead of one.

Combat Tracker Launcher
Launcher with low power-grid and high CPU requirements.
Covert Ops ships and T3 Cruisers with the appropriate subsystem benefit from scan probe launcher fitting bonuses for the purposes of this item
Very low RoF


New Charges

Flak Missile
Available in Rocket, Heavy Assault, Torpedo and Citadel variants.
Does AoE damage in a radius depending on the size of the charge.
50% RoF penalty
Not usable in High-Security Space

Stasis Missile
Available in Light, Heavy, and Cruise variants.
Each missile impact temporarily reduces the targets' maximum velocity by a small amount.
Very high velocity
Does little to no damage

Cont.
paradigmblue
Perkone
Caldari State
#220 - 2012-01-17 10:19:17 UTC  |  Edited by: paradigmblue
Combat Tracker Missile
Only fittable in Combat Tracker Launchers
Missile with a 30km base range, low velocity
Targets hit by a Combat Tracker Missile remain on the overview of the ship that launched the missile for two minutes, as long as they remain in system, even if they leave grid.
Targets hit by a Combat Tracker Missile can be warped to as long as they are at least 150km away by any player.
Once a ship has been hit by a Combat Tracker Missile, the ship is cannot be tagged again until the effects of the original missile expire (2 minutes).

Combat Cruise Missile
If more than 100km from the target, the Combat Cruise Missile will instantly warp to within 10km of its target and then hit.
Should reduce flight time by 90% or more, depending on the distance.

New Scripts

Velocity Boost
Script for Fire Control Module
25% Increase in Missile Velocity
25% Penalty to Explosion Radius

Explosion Focusing
Script for Fire Control Module
25% Reduction to Explosion Radius
25% Penalty to Missile Velocity

New Drones

Missile Platforms
Available in Light, Medium, and Heavy Versions
Senty style drone that stays within 5km of host ship. Uses light missiles as charges, can be loaded in drone interface by right clicking on the drone and selecting the missile type.
Damage and range is dependent on missile skills of pilot and ship modules (BCUs, Fire Controls) rather than drone skills. Does not receive ship bonuses.
Light Missile Platform Drone: 5m3, uses Light Missiles. Medium Missile Platform Drone: 10m3, uses Heavy Missiles. Heavy Missile Platform Drone: 25m3, uses Heavy Assault Missiles.

Focus: Interdictors

New Interdictor Role Bonus
50% Reduction in CPU Requirements of Combat Tracker Launchers

New Charges

Field Destabilization Probe
Only fittable in Interdiction Sphere Launchers
Will instantly collapse any Interdictor or Heavy Dictor bubbles within 30km. Anchorable bubbles with be unachored by the charge, but will start to anchor again immediatly.
Upon use of this charge, the Interdiction Sphere Launcher will go offline, and the ship's capacitor will be reduced to zero.

Focus: Warfare Links

New Module

Tactical Warfare Link
Active Module
Provides Warfare Link Bonuses, but only to ships in fleet on grid.
Greatly reduced fitting requirements compared to standard Warfare Links, to offset the fact that the command ship will almost always be primary.
Provides no link bonuses without a Warfare Link Script.
Shield Resist Bonus: .4% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 25%
Armor Resist Bonus: .4% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 25%
Shield Capacity Bonus: .8% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 50%
Armor Capacity Bonus: .8% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 50%
Signature Radius Reduction: .4% per Fleet Member on-grid receiving Warfare Link Bonuses, to a maximum bonus of 50%
(Clarification - These ship bonuses only affect the command ship or the Teir 3 with command sub-system, and are intended to insure that not only the ship has increased survivability, but that it only receives that survivability in a boosting role. The more players the ship is boosting, the greater the tanking bonuses. Multiple Tactical Warfare Links do not stack.)


New Scripts

Warfare Link Scripts
Scripts for Tactical Warfare Link
Available in Damage Control, Passive Defense, Rapid Repair, Electronic Superiority, Recon Operation, Sensor Integrity, Active Shielding, Shield Effeciency, Shield Harmonizing, Evasive Manuevers, Interdiction Manuevers, and Rapid Deployment.
The ability to easily swap different bonuses in and out depending on the situation helps off-set the fact that the Tactical Warfare Link may only be used on grid.