You better be careful here.
Nullification needs to be carefully considered.
The Luxury Yacht should be left alone as the only ship with Innate because it really has little in the way for combat or explore due to small cargo hold and the low number of fitting slots. And it will keep it as a novelty ship.
The Warp Core Stabs though is a huge issue, because if the thinking is correct. This would effect the Venture. And you don’t want to make them even bigger targets.
The Warp Core Stab is a good idea, but considering how many players due the the double Warp Disruptors or Warp Scrams. This module makes a huge portion of the game even weaker and easier prey for gate camps and hunters. Its difficult enough to evade a Gnosis in LS trying to hunt your butt in a +3 Warp Core Stab Skiff. Just to have the the “Chance of Escape”. I have a +4 Warp Core Stab Prospect for LS/Null/WH operations. Endurance is the same as the Skiff.
If you do this update you need to also concurrently work on Warp Disrupts and Warp Scrams to adjust their power down competitively. Or limit them. Because there are some ships that amp up Warp Disrupts. I mean a DST [Mastadon] with +2 Warp Core already can maybe go +6 Warp Core Stab Defense. But there are builds that can overwhelm that and point the player SOLO.
The Module looks interesting allowing for more condensed fitting. [Which you should be doing already in game.] But Warp Core Stab penalties make fitting to ships like Miners and Explorers a double edged sword. +3 Warp Core is the rule, because no matter T2 or Factional [Officer in future?] They all have the same -1 Warp Disrupt Power. I would suggest tweaking the current modules to show +1/+2/+3 etc. Making fitting more competitive. There are some ships that can go higher in Warp Core Defense but the penalties make them blind as a bat and their signatures make them huge targets for conventional attack. Which needs to change.
The Shuttles Issue is more dicey in my perspective. One they are so flimsy, two they have no way to make them appealing to players for operations. If you added things like slots or rigs maybe it would be preferred.
If you are going to to do this module, you might as well allow players to Emergency Stop in Warp, because Gate Camping and Bubbling on Long Distance Systems is going to become really ugly. And hard to predict where a bubble will be place. Not all systems have clear cut avoidable lines of movement.
You are forgetting players having the capacity to place bubbles mid warp stream with some preparation. I know of a system where this is done within range of a keepstar and has a depot to unstealth players. If this goes through, you are going to encourage massive turtling up in game which you do not want.
This testing set, will only discourage players from operating in Null and LS and WH, because then they are overwhelmed with having to time their escapes, and do activities. And will only strengthen Gatecamps. Who can also besides double warp disrupting gates or even stacking them in a row or mid warp stream and just sitting there to eat you, Smart Bomb to death a player mid exit of warp.
I like the Idea of a Nullifying Module that allows non-innate ships the ability to avoid sticky circumstances. But then again I would rather have a Target Lock Breaker module that would allow me to break someones lock on me with warp disrupts and give me the chance to escape. If you are really interested in working out active vs. passive defensive options. Warp Core are the only Passive Defenses.
Also the fitting issue is another problem. Warp Core Stabs shin kick a player so much that its really a problematic benefit to use. I can understand some unique simplification and increasing of power of the warpcore stabs to the benefit of players. Warp Core 1 is -1 vs. Warp Core 2 which is -2. Factional -3 etc. So you free up low slots for upgrades or other fittings that would benefit LS/Null roaming types in Passive Defense. Or even having lower penalties to scan focus and range.
The Interceptor issue is another problem because it can be stopped by smart bombers to an extent. Maybe taking the innate off interceptors but giving them other options and speed advantages would be preferred. But the problem is this might make gate camping even worse because then the interceptor begins to dive on players.
- Verify the Status of Innate Warp Stab +2 on Venture please.
- Verify the Status of Innate Warp Stab +2 on DST please.
- Leave the Luxury Yacht Nullification alone as it really has little to no role other than glorified taxi cab.
- Cross check all Shuttles carefully there are statistical surprises that will have knock on effects if you focus on them. [Especially when CSM shuttles and Halos get involved because you end up with the same Interceptor Question again from a whole perspective of “Honey I shrunk the Kids”. 18m to 12m in Wolf-Rayet.]
- Consider the Offensive Defensive Consequences and Benefits to the Ecosystem if you do this. What happens if a ship like lets say a Cyno Beacon Capable BR zips up in a Bubbled System and then Blop Drops an attacking force behind lines. Where it might have been interdicted by patrolling ships on a Bubbled Gate.] You can weaken defenses or massively strengthen them with unintended consequences.
- I have always thought an interceptor could dive into a bubble to catch an interloper. Maybe Warp Disrupt effects on friendly and hostile ships need to be re thought no?
- Loss of Nullification is already driving some interest in concentrating on Jump Freighters, which increases some severe threats to the in game economy. Because the loss of a Jump Freighter will trigger a massive issue and localized or even section wise economic shock.
The idea for the nullification module has merit, but it needs to be part of a new set of options in the tool kit. Nullification Modules should give some capacity to bounce out of a problem. But then again Target Lock Breakers were a good idea, but they were artificially allowed only on BS and larger ships. And were not used because of that reality. So you need think this over both active and passive wise. Warp Core Stabs could use an upgrade, but not like this. This will harm alot of players who already are having a hard time with +3 Warp Core Defense not cutting it by overuse of Double Factional Warp Disrupts and Scrams that overwhelm the Warp Core Stab power. Especially if modified with a Abyssal Mutaplasmids!
I am not sure if this is a good idea. To many possible dangers and problems. Now the AT ships maybe a consideration. But that might make them even more scarce because no one will even want to undock them now.
So, this might cause more people to play avoidance vs. exploring LS/Null/WH because you take away some of their defensive capacity. And the Industry changes and resource shortages are enforcing the opposite concept that CCP is mantra on about “Scarcity Breeds War.” I am seeing players attempt everything not to lose their stuff instead of risking it all. And it will only discourage activity not encourage it.
Please think this over and consider the ramifications.