Seeing as how the metaplasmids will work for MWD/AB, could we consider letting them apply to MJD?
There are no meta, faction, deadspace, officer MJDs, and to some, they’re still considered a prop mod.
Mainly i’d want them to effect these attributes:
If we go with MJDF as well, it would apply to the same thing but maybe also adjust the “area of effect” range of the field which moves ships. So you get one that moves ships within 10km instead of 6km.
I’m hesitant to modify jump range, as it creates too many variables to contend with in the existing meta, such as:
Jumping a fleet/ships onto another at fleet at 150km
Bombing a roll and getting a 50km jump range (still good potentially, but unpredictable for anyone attacking).
By the sounds of the panel, getting these RNG rolls to be an actual good roll would be rare. Even so, having even PG or CPU reduced on an MJD would be pretty helpful when trying to squeeze them onto certain fits. Or getting one with a better reactivation time could make certain marauder fits very flexible. Would also create “meta” modules for MJD’s which don’t exist currently.
I would’ve liked to see the list extended to include: Rigs, weapon damage modifiers, tracking/guidance/omni/nav computers, tracking/guidance/omni enhancers, sensor boosters, cap rechargers and batteries, grapplers, target painters, shield power realys, flux capacitors, capacitor power relays… and the list goes on.
i didnt say anything about DCUs or Bulkheads (allthought that would be hilarious on a Brutix/Hyperion). however, hull reppers are so bad that they would be pretty interesting to see with mutaplasmids. rep amount and cycle time is so garbage they cant be used for PvP or PvE.