That’s precisely the point actually, because the way I see it, the problem with the current "modular WCS " design is exactly that, that it’s a non-combative solution that remains permanent and fit-specific.
It should be a subtle blend of both worlds imo, like a built-in feature of every propulsion mods for example, perhaps an overheating type of design but with consequences if overused ?
Just an idea…
Imagine having to escape a gatecamp, getting scrammed by mutltiple ships and being forced to overheat your prop’s built-in WCS to escape, depending on how much scramble load was on you at the time, you could escape but your prop might explode and cancel your warp mid-trajectory, rendering you defenseless and without a prop in deep space, and on a 1min warp timer as well … giving at least a little bit of time for pirates to scan you down, if they’re fast enough.
Personally, Id love to see Pinlasers or Anti-module weapons that do very little damage over all but can destroy targetted modules. The first strike on a DST hitting the Stabs before its pinned. But conversely I suppose it could be used to take out Scrams.
I still like the idea of being able to target specific systems. I mean, some modules are massive.
I’m against removing stabs, because they provide options of play and counterplay. Somebody fitting stabs feels confident and takes risk not taken otherwise. This enables options for “surprise” counterplay, creating content.
if you remove stabs, people will not take those risks anymore, and either stop playing or playing safe, so no feasible counter is possible.
For example ninja looters … without stabs this profession will cease to exist and so hunters who prey on suspect haulers.
However I’m fine with giving penalties, so any type of fighting is impossible with fitted stabs. Also we can restrict fitted stabs to 1, but offer new expensive 2x, 3x, … single stab options.
I approve, support, and endorse the above product . . . however, I don’t see where Hilmar’s tweet referenced the removal of warp core stabilizers. Is it possible you could point out where that terrific idea was actually mentioned?
Would you approve of WCS as built-in prop feature, but with restrictions ? See my post a bit above.
Ie:
> Imagine having to escape a gatecamp, getting scrammed by mutltiple ships and being forced to overheat your prop’s built-in WCS to escape, depending on how much scramble load was on you at the time, you could escape but your prop might explode and cancel your warp mid-trajectory, rendering you defenseless and without a prop in deep space, and on a 1min warp timer as well … giving at least a little bit of time for pirates to scan you down, if they’re fast enough.
Yep.
I use stabs to get me from Point A on the map to Point B. I have little interest in what happens on the way.
Where necessary, I’ll just go back to flying shuttles, pods and rookie ships through the bad neighbourhoods until I get to where I’m going, probably having a few meaningless rinse-and-repeat losses along the way.
As Cap’n America would say to a gatecamp “I can do this all day”.
The real tedium is going to be in managing jump clones and logistics between alts.
in b4 MWD+Cloak trick, Covops, “Git Gud Stab Whore”, yes, yes I’ve heard it all before.
Not enthusiastic about the complete removal of wcs.
Now that wcs aren’t in fw, the only bad parts of wcs is specialised haulers like the miasmos and epithal. But the problem here is specialised haulers, not the wcs themselves.
Still, having a look at the whole mechanic and seeing if we can do something better isn’t a bad thing.
Edit- also how will this effect ships with built in wcs like the vent and dst’s?
As long as there are warp disruptors and scramblers there should be a counter-measure. In many cases that may simply be a case of shooting the ship doing the scrams, but some ships do that poorly.
I’ve used WCS on industrials to try and survive attacks by lone predators. It’s not like such ships are good for combat but fit well, they are good at evading a sticky situation.
Yes but as it stands several cheap WCS can beat a more expensive faction scram. If your moving goods in hostile space have an escort. If your mining have backup in case you get jumped. Also just pay attention to what’s going on.