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Player Features and Ideas Discussion

 
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Ideas for new modules

First post
Author
Daneel Trevize
Give my 11percent back
#241 - 2012-01-17 14:58:09 UTC  |  Edited by: Daneel Trevize
CCP SoniClover wrote:
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.
Are you all forgetting a major difference between SC and EVE? That one's an RTS and the other has a very slow SkillPoints mechanic + some isk investment.
Entire races have spent years being subpar, but to have the unbalanced 'best' setups moving about is going to result in a lot of newer players chasing FOTM training or give up trying.
At least up until now you knew you were going for a good/'sub-par' set of ships & fits when you headed down the T2 training routes. It sounds like you'll be randomly nerfing and unbalancing stuff for the sake of it.

Adding new modules has no relation to how fluid your balancing is either, other than you need ever more resources to retest against all the existing combos.
Iris Bravemount
Golden Grinding Gears
#242 - 2012-01-17 15:12:43 UTC
CCP SoniClover wrote:


  1. Conditional effects
  2. Dual-function modules
  3. Reactive modules
  4. Damage over time
  5. Chain effects
  6. Deployable terrain



Here is what comes to my mind (not alot of thought):


  1. Conditional effects

  2. Modules that increase resistances while one is being remotely repaired. Stacking penalty for multiple mods and multiple sources of remote repair.

    Modules that decrease signature radius for each additional target lock on ones ship. Actually, no make this a general effect without stacking penalty as suggested in other threads on this forum.

    Modules that increase shield regen / provide passive armor regen while one is cloaked.

    Modules that have an effect depending on the distance from the system's star, or any other atribute of the system's star.

    Modules that boost ones ship if agressed by a blue, using standings from last DT to avoid exploit.

    Modules that boost the damage of grouped weapons and the precision of ungrouped weapons. Could allow a middle way of having multiple small groups.

    Modules that have an effect on drones depending on focus fire option active or not, or boost them if they are left free to do what they want (not ordering them to engage a specific target, but set on agressive mode). Could provide interesting story material.

  3. Dual-function modules

  4. Scripts for everything.

    See tractor beam suggestions in this thread. Namely the revert direction script.

    An exploration module that can salvage, analyse and hack. Would require all three skills at lvl 5 to fit, and scripts to change between funtions.

    A siege module script that could boost a dreanoughts speed and agility at the cost of shutting down the weapons.

    A triage module script that could boost a carriers speed and agility at the cost of shutting down fighter control and remote repair and energy transfer modules.

    An industrial reconfiguration script that could boost a Rorquals speed and agility at the cost of shutting down all other highslot modules and locking all holds.

    High end hardeners with two resistances. Would require tactical shield manipulation or hull upgrades as well as the relevant reinforcement skills at level 5.


Sequel on next post

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nova Fox
Novafox Shipyards
#243 - 2012-01-17 15:17:08 UTC  |  Edited by: Nova Fox
CCP SoniClover wrote:



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


Thanks again guys for all your great input.


Eye Twitches...


Ill be back!

Wake Field Detonators.

Weapon System
Counter Chase

Special Mine Launcher that can only be activated with mwd and afterbuerners on. These kicked out self-breaking mines are short lived short ranged high speed mines that chase after other MWD and AB signatures that behind the deployers own after burner and mwd signature. Mines are size dependent for thier explosion size for damage. Can be used offesensivly if target being orbited has ab or mwd on.

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Moonaura
The Dead Rabbit Society
#244 - 2012-01-17 15:18:10 UTC  |  Edited by: Moonaura
A lot of the ideas so far in this thread, seem to suggest that they are 'mid slot' modules.

I just want to point out to CCP an inherent issue of eve fitting mechanics - Mid slots punish Caldari and Minmitar Shield ships, and Low slots modules punish Amarr and Gallente.

One way EvE has traditionally got around this, is for example, seen in ECCM, with an active 'mid' and passive 'low' set of ECCM modules that is beneficial, and allows for proper fitting in shield based ships. This dual approach may still be needed with any new modules.

It is already a big deal for Caldari in the mid slot department - fitting points in fleet fits, dramatically reduces tank. This is not an issue for Armor tankers, and again, underpins why Amarr are so popular (on top of things like the best EHP, slave sets, etc) are preferred in EvE at present. Indeed, it could be argued there should be a high slot warp disrupter!

Mid slot based modules are inherently beneficial to Gallente, whose tank isn't affected either.

So, please, consider carefully what slots any new modules appear in.

The most 'race' neutral slot, is of course the high slot. This offers the least impact across all races, and is currently a slot that is often left empty on ships like a drake, at lack of anything useful to fit in it other than a cap drain, if it will fit and not break cap stability.

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

Strata Maslav
Federal Navy Academy
Gallente Federation
#245 - 2012-01-17 15:19:26 UTC  |  Edited by: Strata Maslav
"Damage over time"
These are nothing new to the standard MMO. There are many ways DOTs are implemented over the genre:

  1. Simple DOT: In its simplest form it is a effect put on a target which damages the target for a set amount over time. Any reapplication of said DOT refreshes the timer of the DOT, not increasing the overall damage over time.

  2. Stacking DOT: Multiple applications of a simple DOT 'stack up' increasing the tick damage of the DOT and refreshing the overall DOT timer

  3. Ramping DOT: The tick damage ramps up over time causing more damage towards the end of the DOT time span. This requires watching your DOT timers more attentively as the refreshing the DOT before it is done will actively lower its damage

  4. Hybrid DOT: Multiple effects from one offensive attack such as an Instant effect (damage or capacitor drain) followed by a DOT or a Slow effect over time with a DOT component.


DOTs in EVE
Bringing these concepts into the EVE style game is not simple. In some ways we can look at current turret and missile systems as 'channeled' DOTs. You put them on the target that you want to kill and leave them on until they do the job.

In other games you find yourself trying to output maximum damage. This entails using your instant damage abilities in the correct order whilst maintaining your DOTs on the target.

If you were to implement a new ammo type with a DOT component you wouldn't find much difference. With the exception of slow rate of fire weapons having their damage split up over a period of time. Could this damage therefore be greater then the pure alpha from this low rate of fire gun? Sure, but then what would be the difference between this a faster and higher dps weapon. I can imagine such ammo would be useful where DPS is more important then Alpha (small fleet fight) and the ammo could be swapped out accordingly.

EVE Implementation

In order to get a similar feel to other games you need to have a module which you don't 'turn on and forget' but something with more of a pulse feeling. Similar to the way that most people use their microwarp drive or armor repair. They turn it on when needed but then turn it off because the unnecessary cap drain caused by the module would not benefit them in any way and actually hinder them via cap drain.

You could have different variants of the DOT module (EM, Therm, etc) these would have different damage amount/timers so the capsuleer would have to pulse his DOT module every time it expired for maximum damage.

Stackable DOTs:
Alternatively you could have module which was left on. This would feature a stackable DOT with a short range. This would give some interesting game play. The aggressor would be trying to keep within the module range to increase on and maintain the current stacks on the target whilst the victim should be trying to keep the stacks low by breaking from the modules optimum range to cause a lapse in the stacks.

EVE DOT Image:
To keep within the feeling of EVE this module would have to cause damage to metallic ship over time. There are multiple ways I can think a ship could sustain continuous damage caused by a single attack:
  • Module launches a drone that latches itself onto the ship cause damage over a period of time. (My Favorite) Could even have an animation on the victims ship showing the drone attacking his hull. Potentially give drone boat users a high slot module with charges to specialize in. Think Sentinels from "The Matrix"
  • An energy pulse which cause the ship to become super heated. The excessive heat causes damage overtime. This concept would work well with a stacking DOT (could a module heat up and lock up or break ships modules? Not sure if OP)
  • Fire a round which hits the ships hull (see harpoon) attaching to the ship and burning (Thermal) or electrically pulsing (EMP) damage.


Fitting
These modules could in theory be placed in any slot but I see them best suited in the spare slots of ships where we see neuts are used today.

Sizes
Size matters in EVE. If a big gun is able to easily hit a small ship then we have some issues. Though EWAR/Nuets does not distinguish between size. If you are in a frigate and you get in range of a heavy nuet you are in big trouble but it will kill you. Smart bombs are another system that doesn't distinguish size, but they do have a smaller radius. If damage to small vessels is too great from larger versions these modules could do damage based on their signature (like missiles). These DOTs could be countered by smaller ships in other ways.

Counter-DOT
The hard counter to DOTs in any other game is their premature removal. In EVE we have a similar arms race with ECM. If you know a fleet is going to have a lot of ECM you fit ECCM to your ship in an effort to counter it. So with the implementation of said DOTs I would also suggest the addition of modules that would remove DOTs. These can be tweaked endlessly to get the right feeling.

  • %chance to remove a DOT
  • Number of DOTs removed per cycle
  • Cycle Rate

So you could have an internal module which would clear 4 DOTs from your ship but it is on a 1 minute cycle timer. Alternatively you have a remote system with high cycle rate to clear the DOTs off one by one.


TL:DR Ideas on the issues surrounding EVE and damage overtime modules.
Nova Fox
Novafox Shipyards
#246 - 2012-01-17 15:21:07 UTC  |  Edited by: Nova Fox
Catalyst Dynamo

Electronic Warfare
Ammo Fed
High Slot

Depending on the ammo used this module will either destroy drain or transfer capacitor. Rates are competitive with other modules but are ammo reliant, the ammo used is just as cumbersome as capacitor batteries.

Ammo icons will be vivid and very sure of what kind is in the dynamo to prevent 'accidents'

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Nova Fox
Novafox Shipyards
#247 - 2012-01-17 15:24:02 UTC
Harpoon Missiles.

These massive missiles slam a generator into the surface of the ship embedding a disruptive field of damage. This effect stacks up to X number of times. This effect lasts for x amount of time for each generator. Munitions of this kind are extremly heavy and take up much more room in launchers over standard missiles, expect to reload frequently.

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Moonaura
The Dead Rabbit Society
#248 - 2012-01-17 15:24:05 UTC  |  Edited by: Moonaura
I think we should rename this thread the Nova Fox module idea thread :) All good stuff, and like a lot of the ideas. Particularly like this one. Again though, I disagree with it being a mid slot module, given this directly punishes Caldari and Minmitar shield ships, and continues to make Amarr the most popular DPS platform. High slot please!

Also, if you are going to have more effective counters to missiles, you also need effective counters to gun platforms.


Nova Fox wrote:
Improved Defender System.

This is a midslot system that intercepts inbound materials and counters some forms of warfare.
Proper ammo has to be used.
Allow 'smart loading' of ammo where the module automatically picks ammo it needs based on the current threats.
Limited magazine space means it has to reload often thus allowing breaks in the defenses.
Limit 1

Chaff - Counter Target Painter
Flare - Counter Missile
Flurry - Counter Target Jammer
Flack - Counter Drone
Fog - Counter Dampener
Ghost - Counter Destab

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

Nova Fox
Novafox Shipyards
#249 - 2012-01-17 15:25:12 UTC  |  Edited by: Nova Fox
Mole/Burrower/Borer/Ventilator Drones

Consumable Drones
Damage Over Time

These suicidal drones will attach themselves onto a target and begin eating into the hull powering itself the victims shields and repairs with the materials. Causes increasing damage over time until removed or destroyed or target dies.

A large number of defense systems can counter it including the classic smart bomb, cannot be targeted once burrowed.

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Nova Fox
Novafox Shipyards
#250 - 2012-01-17 15:28:23 UTC  |  Edited by: Nova Fox
Reactor Rounds

Tech 2 Rounds
Heat

This special technology 2 ammo for minmatar projectiles slams radioactive reactor cores into opposing ships causing bleed damage to the ship until radiation is depleted even if the target where to warp off its possible the target can die from it. These are high damage short lived dots. Due to thier size they take up much more room in the gun than normal and requires frequent reloading and fire much more slowly than standard rounds however do nearly the same damage as standard tech 1 rounds.

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Nova Fox
Novafox Shipyards
#251 - 2012-01-17 15:30:59 UTC  |  Edited by: Nova Fox
Shredder Rounds

Tech 2
Heat

This speical technology 2 ammo for gallente blasters that pellets the target with a self shredding shell that evelops the target in a magnetized plasma cloud. This effect is long burning but lower damage but stacking causes the damage to go up and the effect becomes 'refreshed' when reapplied by a fresh round, becuase of the complicated arming and shredding devices these rounds are much bigger and take longer to refire. They redo similar damage to tech 1 counter parts.

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

Caldari Citizen20090217
Science and Trade Institute
Caldari State
#252 - 2012-01-17 15:32:28 UTC
Sensor backup arrays AKA ECCM that actually works. Adds a new sensor type to the ship, so that ECM is now required to jam both sets of sensor at the same time to work. Midslot module probably.

Fake d-scan module. Either a deployable that can be set to look to dscan/probes like a ship, or a module that changes the dscan sig of a ship it is fitted to.

Tracker module. Is fired at a ship, and from then on allows the firer (and possibly their fleet) to warp to zero of the tagged ship. Can be removed at anywhere that allows fitting services, but only shows up at one of those services (opening fitting window in space will not show you have been tagged, but carrier fitting service will). May also show the system the tagged ship is in to the tracker.

Bombs with warp drives that can be warped onto a combat probe scan result Pirate.

Gang boosts more effective if the ship is on grid ie. actually commits to the fight.

Cyno destabilizer - fired at a cyno causes all cap ships jumping to it to arrive randomly in the system Twisted.
Nova Fox
Novafox Shipyards
#253 - 2012-01-17 15:33:44 UTC  |  Edited by: Nova Fox
Unfiltered Lense.

Tech 2
Heat

This special lense allows the lasing rods to release normally harmful radiation down beam in a focused manner irradiating the target in very harmful em radiation. The damage over time is low and short lived but stacks largely allowing for much more damage. Due to the self shielding required and slumping of extra heat these lenses cannot be stressed as much in rate of fire and requires much more capacitor than normal. Does similar damage to tech 1 ammo.

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

Moonaura
The Dead Rabbit Society
#254 - 2012-01-17 15:40:31 UTC  |  Edited by: Moonaura
Game changing modules are fine by me. Onwards and upwards.

One thing that I would like to see come into play, is improved tactical overview that accompanies these modules. So maybe we need an FC module.

It is fine to introduce more elements to the game, but chaos is a massive factor in fight outcomes, and introducing things like Damage over Time mechanics will require more than a 'just fit this module to counter' it approach.

How will logistics see who has DoTs on them to remove them? Broadcasting is already an issue in larger fleets, it just flies by at a frantic pace. Add into that mix new mechanics, and you have to consider the already demanding role of logistics and triage carriers, command ships etc. I would welcome more tactical focused ships that aren't all about DPS, but how these interact in a fleet, has to be visualised for the FC and others.

In a fleet, I need to see what is going on. I need to be able to see the big picture, what has just entered the fight, from what direction, how fast are they travelling, what e-war is on the field, where are the enemy logistics. Who is being targeted, who just died and where.

In modern warfare, a lot of energy is going into developing ever better tools to give battle commanders precisely this sort of information. For example the latest spy drone for the US can track multiple ground targets using a touch screen mechanic, and track individual combatants even if they split off from their group. It is no longer about one camera looking down, but how that digital image is sliced and displayed to the commanders in real time.

EvE needs this. You added engine trails... how about taking that code and using it in the tactical overlay, so I can see what ships are doing, where they are heading, where they came from, are they moving in one direction, spreading out, splitting into groups, what size are they, are there stragglers I can catch? When i move my mouse over them, I should see what ship type they are, what damage type they are using, etc. If I lose a ship, I want to see the remants of the explosion, and mouse over this to get information on what I lost. This in itself could be the heart of the FC module.

At present, EvE is less about the visual information, and more about making decisions based on what we see in the overlay. And that should change if more game changing mechanics are introduced, or it is just not going to be manageable.

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

Strata Maslav
Federal Navy Academy
Gallente Federation
#255 - 2012-01-17 15:52:35 UTC
Moonaura wrote:
Game changing modules are fine by me. Onwards and upwards.

How will logistics see who has DoTs on them to remove them? Broadcasting is already an issue in larger fleets, it just flies by at a frantic pace. Add into that mix new mechanics, and you have to consider the already demanding role of logistics and triage carriers, command ships etc. I would welcome more tactical focused ships that aren't all about DPS, but how these interact in a fleet, has to be visualised for the FC and others.

In a fleet, I need to see what is going on. I need to be able to see the big picture, what has just entered the fight, from what direction, how fast are they travelling, what e-war is on the field, where are the enemy logistics. Who is being targeted, who just died and where.


In terms of logistics DOTs would account for more predictable damage and therefore should be easier to repair. I do agree that logistic pilots should be able to spot who has DOTs on their ship or be able to use an item to that would pulse a DOT clearing effect.

The watchlist could potentially have some sort of colour change or symbol to show the presence of a DOT and/or a broadcast added to allow for pilots to request remote DOT removal.

In the end you could stick to current system where we find that ships are simply repped through the damage as is happening now, and remote DOT removal would be applied because the ship is more then likely the recipient of the DOTs.
Iris Bravemount
Golden Grinding Gears
#256 - 2012-01-17 15:59:24 UTC  |  Edited by: Iris Bravemount
CCP SoniClover wrote:


  1. Conditional effects
  2. Dual-function modules
  3. Reactive modules
  4. Damage over time
  5. Chain effects
  6. Deployable terrain



Damage over Time (DoT)

A script, mod, rig or ammotype for each weapon system.

Lasers

Beam Lasers: Pretty obvious; a steady beam, at the cost of increased cap usage and heat generation, even some without overheating.. Maybe increasing damage the longer it is activated without interruption (with a hard limit). Equally effective against shield, armor and hull.*

Pulse Lasers: Dramatically reduced RoF and increased cap usage, but in return they deliver an effect that lasts a few seconds (electric arcs all over the target) with DoT. Converted to pure EM damage. Devastating against shields, Little to no effect against armor and hull.*

Hybrids

Blasters: Dramatically reduced RoF and increased heat generation, even some without overheating. Increased range but projectile travel time. Launches plasma balls which stick to the targets armor/hull and delivers (converted) pure thermal DoT. Little to no effect against shields, because the plasma won't stick to them.*

Rail Guns: Shoots several rounds per shot and increased heat generation, even some without overheating. Looks and acts like an almost steady stream of shots. Signature resolution penaly, but increased damage. Kinetic damage on impact, thermal damage converted to short DoT aftermath after impact. Equally effective against shield, armor and hull.*

Projectiles

Autocannons: Dramatically increased RoF and increased heat generation, even some without overheating. Looks and acts like an almost steady stream of shots. Signature resolution penaly, but increased damage. Damage type depending on ammo as usual. Explosive and kinetic damage on impact, thermal and EM damage converted to DoT after impact. Equally effective against shield, armor and hull.*

Artillery: Damage type depending on ammo as usual. All damage converted to DoT after impact. Little to no effect against shields, because the shell won't dig into them, increased effect on structure.*

Missiles

Damage type depending on ammo as usual. All damage converted to DoT after impact. Little to no effect against shields, because the missile won't screw into them, increased effect on structure.*

Drones

Drones that will try to attach to the target and slowly but surely rip/shock/burn/blow it apart. Decreased effect against shields, increased effect on structure because of easier attaching to the target.*

*still uses resistances of course.

Sequel in next post.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Nestara Aldent
Citimatics
#257 - 2012-01-17 16:03:49 UTC
DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick.
Strata Maslav
Federal Navy Academy
Gallente Federation
#258 - 2012-01-17 16:15:28 UTC  |  Edited by: Strata Maslav
Nestara Aldent wrote:
DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick.


Stackable damage caused by heating (radiation) of a vessel is not a difficult concept. It also has the effect of changing the play style of a vessel where they try to stay at a certain range or the stacks fail and the damage ramp has to start from the beginning once the ship is in range again.

A ship with a stackable weapon would find itself able to kill slower ships as it could dictate range but its damage output would be exponentially lower at against another ship dictating the range.

Exponential damage is the complete opposite of Alpha and would have more of a role where smaller ships are fighting larger and in small fleet combat.

Channeled HOTs are the way ships are actually currently healed.
Alticus C Bear
University of Caille
Gallente Federation
#259 - 2012-01-17 16:21:05 UTC
So many ideas apologies if some of these are already listed

Defence

Dual resist mods

Armour repair booster, scriptable to provide resistance or armour repair bonus

Repair module that provides resistances or a htipoint bonus when offline

Scriptable resistance mods not as good as hardeners

Dual resist mods - perhaps EM/THERM and KIN/EXP

High slot missile defence system, not turret or missile hardpoint based, perhaps reduces missile velocity or decreases explosion
radius of incoming missiles.

Change Shield/Armour rigs into passive/ active defense rigs, weak omni resist rig in active section, allows active armour better keep pace with passive shield.

New rig that adds calibration could have powergrid drawback but adds 100 to 150 calibration, this may allow better fitting of T2 rigs on three slot rig ships.

Offensive

Energy feedback projector - High slot module that reduces neuting effects from target ship perhaps even has a partial reverse effect i.e. neuting ship loses cap.

Could expand this through to further E-war perhaps a scriptable mod that jams the jammer, paints the painter etc? Or imagine even warpdisrupting someone and finding yourself disrupted.

Mid range T2 Ammo

Ammo that partially penetrates a single defence layer through shields inflicting armour damage and penetrates armour inflicting structure damage.

Heavier weapons in each class, perhaps instead of extra fitting reduce calibration points

Terrain - Bombs/bubbles/ disruption field generator general e-war type area effects: -

Missile velocity reduction

Optimal Range reduction

Reduce Shield/ Armour hitpoints or remove bonuses provided by warfare links or rigs/modules

Increase cap use for modules

Webify ships

Increase sig radius of ships

Perhaps combine some of the above to operate via scripts to provide flexibility or perhaps reverse affects to provide bonuses.



Veneth
Twilight Paradox
#260 - 2012-01-17 16:21:27 UTC
Add more Deadspace modules.

Deadspace modules are great, they give you many more options and price ranges when fitting a ship, but currently many modules are without deadspace versions IE Cap rechargers and relays, Tracking computers, Damage modules. Adding in new deadspace versions would be welcome to get around choosing either a 600k Cap Recharger II or a multi billion Isk Officer Cap Recharger for instance.

Add in a class of sub-capital carriers.

Yeah I know, seen this idea a lot and I know it's not a module but if this game truely lacks something it's dedicated drone carrier that's not a capital ship. Give it a few small turret mounts (for aggro and point blank defense), and either higher damage modifiers per lvl to get to a respectable DPS level or the ability to launch up to 10 drones with the 1 drone per level,(NOT fighters) with the standard +10% damage per level. goal being able to reach around 800-1000 drone dps.

Why? Because when I choose gunboats I have standard battleships, Marauders or faction battleships that all spit out 800+ dps when fitted for it, but drone boats are limited to the 2 Domis + Rattlesnake pushing out roughly 450 dps (my rattler shows 422 dps) from drones (the basic domi being best for pure drone DPS simply because it has 400 calibration). Yes I know Domi's can pack guns as well but that's not what I'm really after here. I want much higher drone DPS from a dedicated drone-fighting ship.