# 'Emergency' Special Purpose Tanking Modules- for Advanced combat utility and Transport

**URL:** <https://forums.eveonline.com/t/emergency-special-purpose-tanking-modules-for-advanced-combat-utility-and-transport/66049>\
**Category:** Player Features & Ideas\
**Created:** [March 26, 2018, 5:09pm UTC](https://forums.eveonline.com/t/emergency-special-purpose-tanking-modules-for-advanced-combat-utility-and-transport/66049 "2018-03-26T17:09:56Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![Alopex-Lagopus](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/alopex-lagopus/32/407823_2.png) [@Alopex-Lagopus](https://forums.eveonline.com/u/Alopex-Lagopus)\
**Post date:** [March 27, 2018, 12:09pm UTC](https://forums.eveonline.com/t/emergency-special-purpose-tanking-modules-for-advanced-combat-utility-and-transport/66049/8 "2018-03-27T12:09:19Z")

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OP, Try looking into

> [@Introduction of the Q-Ship to bait and counter light raiders](https://forums.eveonline.com/t/introduction-of-the-q-ship-to-bait-and-counter-light-raiders/63566/104):
>

I was getting into Ideas with how to create surprises and modular subsystems to improve ships capability’s. (Specifically survival attributes)

Maybe you would like to give it a gander? 🙂

Any Ideas on how to make the concept work or inspire more easily implemented or game changing mechanics will possibly aid in the accomplishment of what you want to accomplish.  
In a roundabout manner, While also shaking up the game dynamic a bit.

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