Hello everyone,
I’m here to suggest a new set of tank modules intended for all purposes. The general idea is a suite of modules that add a very short (as in 1 to 5 second(s) range) damage reduction or pseudo-invulnerability while not directly hindering mobility. If implemented, they could serve a wide role of purposes from Hisec softening to PvP augmentation. Even the rats can benefit from them.
These are intended to be a limited functionality and/or ‘advanced strategic implementation’ version of the ‘Damage Control Modules’ available to Assault ships for every ship to use.
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Possible Strategic uses for any or all module types-
In Highsec on a cargo vessel to prevent instant kills by gankers
In fleet ops on an assault ship or more junker cruiser to get on top of a hostile for just a little longer
in fleet ops on a command ship as a possible defense against ‘heat-shots’
in any smaller vessel to protect against insta-pops
in PvE missions as a foil for new mission types (such as interference or spacial anomaly running)
during mining on a collection craft to protect against damage clouds
during mining in hisec to increase a ships survival
From here on I will offer some thoughts and suggestions for the sake of discussion. It is up to the community and CCP to decide if these would work. If this module group is of any interest, please read on!
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High slot - Projectors
High yield and very high power projectors create a thick ‘hard light’ barrier around the operating ship.
By giving up offense a player could gain a short term damage mitigation. Module must be activated manually on nearly all ships.
Intent; Trade offense for defense, Gain a 1 to 5 second period of invulnerability for a severely long ‘recharge period’ before it can be used again. One time ‘panic’ button.
The modules also come with penalties during and after use. For instance:
weapons cannot be fired from inside while active (most forms of EWar still function on both sides), target lock is slowed by some percentage for the operator, after use the ships capacitor recharge rate is penalized by 50% or more as the module tries to recharge itself (can be toggled off, or set to ‘Do not Autocharge’)
(Module may need special charges for balance.) -
Mid Slot- Shield Bunkers
By overpowering a ships shield emitters (often to the point of damage) a short term shield extension or hardening effect could be applied. Takes 15 or more minutes to recharge
Comes in 2 versions;
Extension- adds a short term buff to maximum and current shield amount by pumping a large chunk of the ships capacitor into the emitters. Percentage based for PvP combat versions and large flat value for transports or mission runners. May cause damage to hull points or penalize shield recharge rate/value or capacitor size after use.
Hardeners- by modulating the emitters frequency rapidly a short term severe damage resistance bonus is applied. Will only raise resistances to a max of 95%. Penalizes shield amount while active and resistance amounts by a percentage value during recharge/repair. -
Low Slots- Sacrificial Armor
Outfitting the entire ship with a secondary armor skin can be a costly, but effective defensive measure. These modules provide a lot of extra armor or resistance compared to their specially shaped and re-usable counterparts but cannot be repaired and penalize a ships targeting and tracking abilities across the board. (may or may not come with a propulsion booster system to prevent speed penalties.)
Comes in 2 versions-
External armor. More or less thick plates of metal stacked (or duct-taped) over the existing shell. Provides effectively a large second armor ring that is completely destroyed should it be lost. If only partially damaged they can be repaired in station.
Armor Foam Wash. Large liquid tanks are carefully placed on the hull for proper coverage. once manually activated they release a highly reactive foam across the armors surface. Increases armor resistances severely until the foam coating hardens or sloughs off. Cannot be reloaded in space
(module parts/charges must be manufactured) -
Variations
All of the above modules should have a direct and remote use version. A remote version could open up another role in fleet combat that focuses on escort or emergency response. For instance, a ship (or wing) that will run between a friendly station to reset the equipment and the battlefield to keep key units alive or allow the field repairers a break while a unit is encased. Units can also be used offensively (at penalties) for a very short lockdown.
All modules could have a variety of faction versions that emphasize one thing over another depending on faction values. I.E. the Amarrian ‘Armor Shell’ severely increasing it’s extra health ring
Tech 2 modules could include ECM effect(s) on top of their standard emergency modes. Such as warp stabilization. -
Survival Rigs- The All-In
Intended to be an advanced branch of rigs for the use with these modules. These rigs can reduce the penalty of the above modules effects, or increase their effect at a very small increase in the drawback.
There could be an ‘advanced’ version of these rigs as well. With elements that completely remove a ships shields to focus entirely on armor. Or the opposite. -
Ship Suggetions and implementation
Responders- A class of ship that is equipped to minimize the penalty of a certain type of module to increase it’s ability to support a fleet action. For instance:
A frigate that can fit 2 ‘Remote Projectors’ and increase their effective range. It is fast, and fit to tackle an opposing DPS for 2 seconds or escape and reset the modules cooldown at a friendly outpost.
A cruiser that can fit 3-4 ‘remote Foam armor washers’ and increases their carriable charges by 1 (for a total of 6 uses).
A battleship that (with the use of a Rig) can run 1 ‘Remote Shield Bunker extension’ every 5 minutes or so.
Advanced Command ships that have an extra slot of the appropriate type to fit an emergency module and reduce it’s penalty. (as a soft counter to head shots)
A capital ship with a module similar to the ‘Triage Module’ and some specialty high slot equipment that has a 3-5 minute use cycle time that allows it to act as a refreshing station for the emergency equipment.
Advanced Industrial ships that have the Projector on at all times (any damage will destabilize the projection and begin the 2 second timer.) Or have the foam tanks as part of their hull design. Or have redundant shield emitters. all of which have bonuses to their chosen effect.
That is all I considered at this time. I do believe there is a lot of potential in these components. It will be up to the community now to see if we can draw that potential out.