What do yall think of this
-Get rid of the requirement of faction tag to get to purchase faction gear through loyalty store.
-Change the requirement to get said faction module from same T1 item to same T2 item
-Boost ROF on faction guns and launchers to increase their dps over their T2 counterparts by 10-20% with max skills
Lets elaborate
-Rid ourselves of the requirement of tags so faction mods are easier to get. CCP could adjust LP and ISK requirements to keep market prices where they want them. Tags however will now be worth LPs in whatever opposing faction NPC corps. i.e. fed tags are worth LP in any caldari corps LP store. Rarer the tag, more LP.
I believe this would still give the tags significant ISK value in market and might even drive prices up. Giving people incentive to do those rare faction missions you get from high sec security agents and FW agents. This would also allow people to use tags to gain the LP necessary to buy faction gear without actually having to mission run. further driving up tag ISK price.
Since this would ultimately make it much easier to acquire faction mods it would drive the prices of them down in the market with a higher volume of modules being added to it. I would love to see Faction modules only cost 20-30ish percent more than their tech 2 counter part so we can see a lot more use of them in pvp and casual play, and would allow newbies to bling their ships a little bit by grinding missions
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Since the VAST majority of faction gear is better than their tech 2 cousin maybe in order to purchase modules from the LP store you need to use a T2 module instead of T1. Though I’m unsure how this would work for the faction gear blueprints. maybe just an increase of materials needed to make module.
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Alright now this one has been talking about a lot in the past but 2020 is over so lets talk about it again
faction guns do less DPS than T2 guns but are significantly more expensive. yes they have a much lower CPU need across the board which is nice but I don’t think that warrants the price tag. I say raise the damage modifier so that faction guns do the same amount of alpha damage as a maxed skill tech 2 gun. but increase the ROF so that the overall DPS is 10-20% higher. Same alpha strike, just higher DPS
Launchers kind of already follow this idea but we could bring them up to par with the new faction guns
The end goal is to make all faction mods easier and cheaper to get, but still requiring hard work to get them. So we can see more use of them in PVP, and to bring faction guns and launchers to their rightful place as superior to their T2 counterparts to warrant more use of them in combat.