Sounds great to me. But those who have a problem can fly normal t1… if you don’t like to be forced into fits and hulls… then you might be in the wrong Corp.
I think it’s nice that modules, which already have a lot of variants of different tiers, have access to random rolls in addition to those other variants from mutaplasmids.
Ships however are always the same. No variation there. If you see a name you know what you’re up against… up to a certain extent. Because ships can be modified already by putting modules and rigs on them, abyssals included. So even if ships always have exactly the same base, they can be completely different.
So if you want that extra abyssal resists on your ship, slap some abyssal resist modules on it.
If plasmids worked on hulls themselves id rather it effect their traits, as it is the plasmids can give you more shields or armor on extenders or plates. Imagine some one using a plasmid on a faction titan and getting all red rolls on it.
Multi-plasmids were not a good idea. It’s a way to get kids to gamble and it only adds barriers for players getting into pvp. And of course these modules aren’t restricted in anyway by accel gates.
Imagine if multi-plasmids become so common that before you can start pvp’ing you either have to gamble your isk to get good mods or spend huge amounts of isk to buy mods from contracts. Either way it smacks of trying to get children to use mummy and daddies credit card before they are able to compete.
I’d rather see the process stopped (come on legislation) and the existing abyss mods become more and more rare.