[Ship Design] Precursor Drifter Shipline and Modules

The following is a design layout for a Drifter faction ship line - Frigate, Cruiser, and Battleship.
Includes balanced ships, modules, and ammo, with fully calculated attributes and descriptions.

A full attribute chart for all items described below can be found in this sheet.



With the release of “Into the Abyss” in May 2018, the Triglavian Collective was introduced in stark opposition to the invading Drifters - and from their standoff, we’ve gained a solid springboard for a design philosophy for Drifter ships and module mechanics within the new “Precursor” category, which opens up future possibilities for player usage of ancient race technology. Drawing from there, this post introduces a reconceptualized Drifter battleship (evolving from last year’s proposal), a Frigate and Cruiser, new modules, and new bonuses & gameplay mechanics to support them - these are the main themes for this lineup:

  • Quick strikes and short-as-possible fights
  • Unremarkable tank, exceptional mobility
  • No utility high slots, minimal drones
  • Strong focus on overloading modules
  • Bonus to module repair amount for Nanite Paste
  • Bonuses to overheating Microwarpdrives and Drifter turrets
  • Standard base turret damage, which increases drastically when overloading guns
  • A combined shield and superweapon module, which disallows assistance while fitted

The sections below detail each of the ships, as well as the new module types introduced alongside them - click the arrows to expand each part. Again, the full attributes for each item below can be found in this spreadsheet.


119_64_1 WARP LANCE : Turret
Warp lances are the Drifters’ take on turrets, channeling a ship’s warp core through fermion lenses into sheared warp corridors that deal a combination of EM and Kinetic damage with tech I ammo, and omni-spread damage for tech II ammo - which is fireable by both tech II and faction turrets. Warp Lances are highly versatile, with ammo that trades application for strength (and vice-versa) in significant amounts. Turrets come in small, medium, and large sizes, and are paired with “Drive Capillary” damage modules.

The turrets inflict average base damage, which is increased dramatically by overloading them when fitted to a Drifter ship. Warp Lance ROF increases by 14.286% when heated, and this bonus is increased to ~50% when the module is fitted to a fully skilled Drifter hull.

Description

Warp Lances channel the output of independent warp cores into sheared particle conduits which rip into targets in a jagged maelstrom of exotic force. Though formidable under normal operation, these Drifter turrets possess further tremendous potential for rapid firing through controlled overloading - achieved through the practical application of various Sleeper cryotech principles.

Units achieve movement and rotation through the same motive force their operative vessels harness for the purpose of navigation, and hang suspended above their host’s hull by anchoring their individual warp fields to its own.


Variations, Skill Requirements, Ammo
TECH I
Module Skill Requirements
Light Warp Lance I
Light Compact Warp Lance
Light Scoped Warp Lance
- Small Precursor Weapon I
Heavy Warp Lance I
Heavy Compact Warp Lance
Heavy Scoped Warp Lance
- Medium Precursor Weapon I
Fullborne Warp Lance I
Fullborne Compact Warp Lance
Fullborne Scoped Warp Lance
- Large Precursor Weapon I
TECH II
Module Skill Requirements
Light Warp Lance II - Small Precursor Weapon V
- Small Warp Lance Specialization I
Heavy Warp Lance II - Medium Precursor Weapon V
- Medium Warp Lance Specialization I
Fullborne Warp Lance II - Large Precursor Weapon V
- Large Warp Lance Specialization I
FACTION
Module Skill Requirements
Lux Kopis - Small Precursor Weapon I
Lux Xiphos - Medium Precursor Weapon I
Lux Kontos - Large Precursor Weapon I
AMMO
Type Damage Type Range/Damage Tracking Cap Usage Tech Level
Weyl Kin+EM Long .5x 1.5x tech I
Dirac Kin+EM Standard Standard Standard tech I
Majorana Kin+EM Short, +Dmg 1.25x 1.5x tech I
Soma Omni Longest .25x 2x tech II
Ego Omni Shortest, ++Dmg Standard 2x tech II

Weapon Upgrade
DRIVE CAPILLARY
Type DMG Modifier ROF Bonus PG Usage CPU Usage Meta Group
Drive Capillary I 1.070x -7.5% 1 MW 27 tf tech I
Drive Capillary II 1.100x -10.5% 1 MW 30 tf tech II
Tyrant Drive Capillary 1.125x -10.5% 1 MW 20 tf faction

Aegis HYPERWARP DIFFUSER : Shield & Superweapon
Hyperwarp Diffusers (better known to players as the infamous Drifter overshield and doomsday combination) generate a defensive secondary shield layer that breaks locks and allows its pilot to unleash a powerful one-shot attack, affected by tracking and optimal/falloff ranges, when depleted. Any ship fitted with the module is completely unable to provide or receive remote assistance of any kind, and firing the weapon incurs a warp delay and weapons timer, alongside immediately increasing the heat status of all racks to 100%

This module is intended to be nonessential for Drifter ships, instead being fitted & used at their pilots’ discretion. As with the turrets, the base version of each size deals a combination of EM and Kinetic damage, and the faction version is spread omni.

Description

The Hyperwarp Diffuser is a medium slot dual-function defensive and offensive system, commonly recognized as both the “overshield” and doomsday utilized by the Vigilant Tyrannos. While active, the module channels a vessel’s warp core output across its shield emitters to generate a defensive, spatially distorted shell layer, which exponentially concentrates as the field is depleted. Upon reaching its critical point, a resulting signal burst confuses all target locks on or by the ship, and the turbulent critical warp field concentration is spooled into sequenced Isogen-5 Lattices to prime its offensive function: a single-shot, hypermassed warp corridor.

As a consequence of the shell layer’s generation, any low-energy or nanite-based interactions between a ship fitted with this module and an external entity will be completely muted - rendering the host vessel unable to receive or provide any form of remote assistance. Additionally, a Hyperwarp Diffuser’s draw from a ship’s warp core necessitates a significant cooldown and warp field recalibration period following the discharge of its weapon function.


Traits (In-game function overview)

When fitted to a ship:

  • Base shield HP reduced by 50%
  • Adds Overshield layer with HP equal to reduced shield HP
  • Overshield HP cannot be repaired by any means
  • Ships fitted with this module cannot provide or receive any form of remote assistance.
  • When Overshield drops below 100% HP, replenishment timer begins
  • Overshield resets to full HP upon replenishment timer completion
  • For the duration of replenishment timer, this module cannot be offlined or unfitted

When Overshield HP is reduced to 0%:

  • All target locks on or by the host ship are broken
  • Damage will not bleed through into Armor or Hull HP
  • Standard shield replaces Overshield, charged to 100% HP
  • Firing Window timer begins, during which the weapon function may be fired

Firing Weapon:

  • Can only be fired once the Overshield has been reduced to 0%
  • Can only be fired during Firing Window timer (prevents shedding OS + waiting for target)
  • Consumes Isogen-V lattices, can only be fired if required quantity are in cargo
  • Incurs a warp delay and weapons timer,
  • Increases the heat status of all racks to 100%,
  • Resets Overshield replenishment timer to full
  • If not fired during Window, cannot be fired until Overshield resets+depletes again
  • Cannot be fired in High Security space

Variations, Skill Requirements, Consumption
FACTION
Module Skill Requirements
Light Hyperwarp Diffuser - Small Precursor Weapon V
- Tactical Shield Manipulation V
- Doomsday Operation I
Heavy Hyperwarp Diffuser - Medium Precursor Weapon V
- Tactical Shield Manipulation V
- Doomsday Operation I
Pandoric Hyperwarp Diffuser - Large Precursor Weapon V
- Tactical Shield Manipulation V
- Doomsday Operation I
CONSUMPTION
Type Volume
Isogen-V Lattice 50.0m³

Calculations

Each module is fitted to its corresponding Drifter ship.
Only the Damage attribute is affected by any skills.
Calculations assume level V in the following skills:

  • Doomsday Operation V
  • (S/M/L) Precursor Weapon V

Module Damage Optimal
+ Falloff
Tracking
Score
Cap Usage Firing
Window
Overshield
Reset
Warp
Delay
Light
Hyperwarp
Diffuser
:
1,500 EM
1,500 TH
1,500 KN
1,500 EX
15,000m
+30,000m
112.5 130.0 GJ 7.5 sec. 300 sec. 20 sec.
Heavy
Hyperwarp
Diffuser
:
15,000 EM
15,000 TH
15,000 KN
15,000 EX
30,000m
+60,000m
11.9 625.0 GJ 10.0 sec. 600 sec. 40 sec.
Pandoric
Hyperwarp
Diffuser
:
150,000 EM
150,000 TH
150,000 KN
150,000 EX
45,000m
+90,000m
1.7 2,250 GJ 15.0 sec. 1,200 sec. 60 sec.

EXTRA: Isogen-V Lattice Supply and Production Thoughts

Abundance of Hyperwarp Diffuser module usage could scale far out of proper balance, should they become widely available. One solution to the possibility of using mass HWD weapon activation for completely out-of-proportion damage could be the limitation of Isogen-V Lattice supply.

Limitation of supply through droprates can be easily overgamed by farming of source content; limitation through material consumption of industry process for the construction of Isogen-V Lattices may be a more effective long-term solution. Should there be no fuel present in cargo, the weapon cannot fire - but the Overshield itself will remain usable, leaving room to play around with the module (though it would still carry permanent remote assistance denial).

Simpy requiring a significant quantity of materials/specific components/other items for construction of the charges would motivate their value upwards, ideally making any large-scale firing of the weapon highly economically unsound.


charybsil1 CHARYB : Frigate

Description

Following the flooding of capsuleers into the Abyssal frontlines in YC120, the Charyb emerged as a resource-efficient addition to the Drifter fleet. Hard-hitting and dazzlingly nimble, the vessel was rapidly incorporated into Vigilant Tyrannos operations in all areas of space.

The Charyb is capable of fitting both Light Warp Lance and Light Hyperwarp Diffuser modules. In addition, the incorporation of Sleeper cryotech and thermoregulatory specializations into the the hull’s design drastically increases the potential overload limit of fitted weapons and microwarpdrives.


Traits

Precursor Frigate bonuses per skill level:
50% bonus to Light Warp Lance overload bonus
50% bonus to 5mn Microwarpdrive overload bonus

Role Bonuses:
Can fit Light Warp Lance and Light Hyperwarp Diffuser
150% bonus to damaged module repair amount per second


Fitting
Slot Layout (h/m/l): 3/4/3
Turret Hardpoints: 3
Launcher Hardpoints: 0
Rig Slots: 3
Rig Size: Small
Calibration: 400
Powergrid Output: 58.0 MW
CPU Output: 220.0 tf

Attributes
Defense (shields / armor / hull): 700 hp / 180 hp / 475 hp
Base shield resistances: 33.0 EM / 10.0 TH / 33.0 KIN / 33.0 EXP
Base armor resistances: 0.00 EM / 43.0 TH / 43.0 KIN / 43.0 EXP
Capacitor capacity: 415 GJ
Capacitor recharge time: 190 sec.
Max velocity: 484.1m/sec
Inertia modifier: 2.685
Mass: 1,425,000kg
Warp Speed: 5.0 au/sec
Drones (bandwidth / bay): 5mBit/sec / 10m3
Max Targeting Range: 41,000m
Scan Resolution: 750mm
Max Locked Targets: 5
Sensor Strength: 14 Gravimetric
Signature Radius: 28m
Cargo capacity: 165m3

Calculations

Tech I ammo (Dirac, Weyl, Majorana) inflicts KIN+EM damage.
Tech II ammo (Soma, Ego) inflicts even-spread omni damage.
Calculations performed assuming all V skills.

3x Light Warp Lance II +2x tech II damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x3
Soma S: 24,500m 12,500m 132.8125 217.79 81.10 (162.23) 10.46 GJ
Weyl S: 18,375m 12,500m 265.625 265.43 98.84 (197.72) 7.85 GJ
Dirac S: 12,250m 5,000m 531.25 353.91 131.79 (263.62) 5.23 GJ
Majorana S: 6,125m 2,500m 664.0625 476.41 177.41 (354.88) 7.85 GJ
Ego S: 3,062.5m 2,500m 531.25 626.14 233.16 (466.41) 10.46 GJ
3x Lux Kopis +2x faction damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x3
Soma S: 24,500m 12,500m 132.8125 246.12 91.65 (183.34) 7.88 GJ
Weyl S: 18,375m 12,500m 265.625 299.96 111.70 (223.44) 5.91 GJ
Dirac S: 12,250m 5,000m 531.25 399.95 148.93 (297.92) 3.94 GJ
Majorana S: 6,125m 2,500m 664.0625 538.39 200.49 (401.05) 5.91 GJ
Ego S: 3,062.5m 2,500m 531.25 707.60 263.50 (527.09) 7.88 GJ

w/ Tech II 5mn MWD: 3611.1 m/s (8871.56 heated)
w/ Faction 5mn MWD: 3622.89 m/s (8903.98 heated)
w/ A-type 5mn MWD: 3658.26 m/s (9001.23 heated)


scyllasil1SCYLLA : Cruiser

Description:

Since emerging from Anoikis in YC120, the Scylla has cemented its position as a uniquely agile fast-attack cruiser, aggressively responding to encroachment on Tyrannos resource claims in known space and bolstering Drifter actions against the Triglavian Collective in the depths of Abyssal Deadspace.

The Scylla is capable of fitting both Heavy Warp Lance and Heavy Hyperwarp Diffuser modules. In addition, the incorporation of Sleeper cryotech and thermoregulatory specializations into the the hull’s design drastically increases the potential overload limit of fitted weapons and microwarpdrives.


Traits

Precursor Cruiser bonuses per skill level:
50% bonus to Heavy Warp Lance overload bonus
50% bonus to 50mn Microwarpdrive overload bonus

Role Bonuses:
Can fit Heavy Warp Lance and Heavy Hyperwarp Diffuser
150% bonus to damaged module repair amount per second


Fitting
Slot Layout (h/m/l): 4/6/4
Turret Hardpoints: 4
Launcher Hardpoints: 0
Rig Slots: 3
Rig Size: Medium
Calibration: 400
Powergrid Output: 1000.0 MW
CPU Output: 410.0 tf

Attributes
Defense (shields / armor / hull): 3,000 hp / 780 hp / 1,020 hp
Base shield resistances: 33.0 EM / 10.0 TH / 33.0 KIN / 33.0 EXP
Base armor resistances: 0.00 EM / 43.0 TH / 43.0 KIN / 43.0 EXP
Capacitor capacity: 2,000 GJ
Capacitor recharge time: 415 sec.
Max velocity: 299.1m/sec
Inertia modifier: 0.345x
Mass: 12,750,000kg
Warp Speed: 3.0 au/sec
Drones (bandwidth / bay): 10mBit/sec / 20m3
Max Targeting Range: 56,000m
Scan Resolution: 365mm
Max Locked Targets: 7
Sensor Strength: 23 Gravimetric
Signature Radius: 110m
Cargo capacity: 325m3

Calculations

Tech I ammo (Dirac, Weyl, Majorana) inflicts KIN+EM damage.
Tech II ammo (Soma, Ego) inflicts even-spread omni damage.
Calculations performed assuming all V skills.

4x Heavy Warp Lance II +2x tech II damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x4
Soma M: 50,500m 25,000m 13.60625 907.45 180.31 (360.69) 84.00 GJ
Weyl M: 37,875m 25,000m 27.2125 1,225.06 243.42 (486.94) 63.00 GJ
Dirac M: 25,250m 10,000m 54.425 1,633.42 324.57 (649.25) 42.00 GJ
Majorana M: 16,625m 5,000m 68.03125 2,177.89 432.76 (865.67) 63.00 GJ
Ego M: 6,312.5m 5,000m 54.425 2,903.85 577.01 (1,154.22) 84.00 GJ
4x Heavy Warp Lance II +3x tech II damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x4
Soma M: 50,500m 25,000m 13.60625 959.27 202.53 (405.13) 84.00 GJ
Weyl M: 37,875m 25,000m 27.2125 1,295.01 273.42 (546.93) 63.00 GJ
Dirac M: 25,250m 10,000m 54.425 1,726.68 364.56 (729.24) 42.00 GJ
Majorana M: 16,625m 5,000m 68.03125 2,302.24 486.07 (972.32) 63.00 GJ
Ego M: 6,312.5m 5,000m 54.425 3,069.66 648.10 (1,296.43) 84.00 GJ
4x Lux Xiphos +2x faction damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x4
Soma M: 50,500m 25,000m 13.60625 1,025.51 203.77 (407.62) 63.00 GJ
Weyl M: 37,875m 25,000m 27.2125 1,384.44 275.09 (550.29) 47.25 GJ
Dirac M: 25,250m 10,000m 54.425 1,845.92 366.79 (733.72) 31.50 GJ
Majorana M: 16,625m 5,000m 68.03125 2,461.23 489.06 (978.29) 47.25 GJ
Ego M: 6,312.5m 5,000m 54.425 3,281.64 652.08 (1,304.39) 63.00 GJ
4x Lux Xiphos +3x faction damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x4
Soma M: 50,500m 25,000m 13.60625 1,098.71 231.97 (464.02) 63.00 GJ
Weyl M: 37,875m 25,000m 27.2125 1,483.26 313.16 (626.43) 47.25 GJ
Dirac M: 25,250m 10,000m 54.425 1,977.68 417.55 (835.24) 31.50 GJ
Majorana M: 16,625m 5,000m 68.03125 2,636.90 556.73 (1,113.66) 47.25 GJ
Ego M: 6,312.5m 5,000m 54.425 3,515.87 742.31 (1,484.88) 63.00 GJ

w/ Tech II 50mn MWD: 2388.06 m/s (5912.89 heated)
w/ Faction 50mn MWD: 2395.96 m/s (5934.61 heated)
w/ A-type 50mn MWD: 2419.66 m/s (5999.77 heated)


argosil1 ARGO : Battleship

Description:

First encountered in known space following the appearance of “Caroline’s Star” in early YC117, the Argo has established itself as the Drifters’ emblematic main vessel. Argos piloted by Tyrannos forces initially operated strategically, guarding and plundering untold wealths of data and materials from derelict Sleeper Caches and Jove Observatories spread across the cluster, and relentlessly demonstrated their truly vicious combat potential during the Throne Worlds incursions following the Drifters’ assassination of Empress Jamyl I.

The Argo is capable of fitting both Fullborne Warp Lance and Pandoric Hyperwarp Diffuser modules. In addition, the incorporation of Sleeper cryotech and thermoregulatory specializations into the the hull’s design drastically increases the potential overload limit of fitted weapons and microwarpdrives.


Traits

Precursor Battleship bonuses per skill level:
50% bonus to Fullborne Warp Lance overload bonus
50% bonus to 500mn Microwarpdrive overload bonus

Role Bonuses:
Can fit Fullborne Warp Lance and Prime Hyperwarp Diffuser
150% bonus to damaged module repair amount per second


Fitting
Slot Layout (h/m/l): 5/8/5
Turret Hardpoints: 5
Launcher Hardpoints: 0
Rig Slots: 3
Rig Size: Large
Calibration: 400
Powergrid Output: 15,000.0 MW
CPU Output: 670.0 tf

Attributes
Defense (shields / armor / hull): 10,000 hp / 2,800 hp / 7,600 hp
Base shield resistances: 33.0 EM / 10.0 TH / 33.0 KIN / 33.0 EXP
Base armor resistances: 0.00 EM / 43.0 TH / 43.0 KIN / 43.0 EXP
Capacitor capacity: 7,200 GJ
Capacitor recharge time: 1,075 sec.
Max velocity: 183m/sec
Inertia modifier: 0.075x
Mass: 137,500,000 kg
Warp Speed: 2.0 au/sec
Drones (bandwidth / bay): 25mBit/sec / 50m3
Max Targeting Range: 89,000m
Scan Resolution: 125mm
Max Locked Targets: 8
Sensor Strength: 29 Gravimetric
Signature Radius: 375m
Cargo capacity: 630m3

Calculations

Tech I ammo (Dirac, Weyl, Majorana) inflicts KIN+EM damage.
Tech II ammo (Soma, Ego) inflicts even-spread omni damage.
Calculations performed assuming all V skills.

5x Fullborne Warp Lance II +3x tech II damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x5
Soma L: 100,000m 50,000m 1.765625 3,549.29 365.03 (730.19) 360.00 GJ
Weyl L: 75,000m 50,000m 3.53125 4,712.41 484.65 (969.48) 270.00 GJ
Dirac L: 50,000m 20,000m 7.0625 6,295.20 647.44 (1,295.10) 180.00 GJ
Majorana L: 25,000m 10,000m 8.828125 8,393.60 863.25 (1,726.81) 270.00 GJ
Ego L: 12,500m 10,000m 7.0625 11,199.46 1,151.82 (2,304.05) 360.00 GJ
5x Fullborne Warp Lance II +4x tech II damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x5
Soma L: 100,000m 50,000m 1.765625 3,649.74 386.86 (773.85) 360.00 GJ
Weyl L: 75,000m 50,000m 3.53125 4,845.77 513.63 (1,027.44) 270.00 GJ
Dirac L: 50,000m 20,000m 7.0625 6,473.35 686.15 (1,372.54) 180.00 GJ
Majorana L: 25,000m 10,000m 8.828125 8,631.14 914.86 (1,830.05) 270.00 GJ
Ego L: 12,500m 10,000m 7.0625 11,516.40 1,220.69 (2,441.82) 360.00 GJ
5x Lux Kontos +3x faction damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x5
Soma L: 100,000m 50,000m 1.765625 3,695.66 380.08 (760.30) 270.00 GJ
Weyl L: 75,000m 50,000m 3.53125 4,906.73 504.64 (1,009.46) 202.50 GJ
Dirac L: 50,000m 20,000m 7.0625 6,554.80 674.13 (1,348.51) 151.86 GJ
Majorana L: 25,000m 10,000m 8.828125 8,739.73 898.85 (1,798.02) 202.50 GJ
Ego L: 12,500m 10,000m 7.0625 11,661.30 1,199.32 (2,399.07) 270.00 GJ
5x Lux Kontos +4x faction damage mods
Optimal Falloff Tracking Alpha DPS (Heated) Cap x5
Soma L: 100,000m 50,000m 1.765625 3,826.39 405.58 (811.31) 270.00 GJ
Weyl L: 75,000m 50,000m 3.53125 5,080.31 538.49 (1,077.17) 202.50 GJ
Dirac L: 50,000m 20,000m 7.0625 6,786.67 719.36 (1,438.97) 151.86 GJ
Majorana L: 25,000m 10,000m 8.828125 9,048.90 959.14 (1,918.63) 202.50 GJ
Ego L: 12,500m 10,000m 7.0625 12,073.81 1,279.77 (2,560.00) 270.00 GJ

w/ Tech II 500mn MWD: 1395.38 m/s (3436.97 heated)
w/ Faction 500mn MWD: 1399.95 m/s (3449.55 heated)
w/ X-type 500mn MWD: 1418.25 m/s (3499.86 heated)


Again, full attributes for each of these ships, modules, and charges can be found in this sheet. With the Precursor designation’s arrival on TQ, players gaining access to more ancient race tech is just a matter of time and development resources - and with the Invasion beginning, hold out hope for seeing Drifter vessels and modules sometime soon™ ∰

o7


edit 1: removed Afterburner overload bonus from skill bonuses, leaving MWDs & Warp Lances
edit 2: changed skill and role bonuses - see here
edit 3: simplified turrets and ammo types
edit 4: adjusted skill and role bonuses for ships - see here
edit 5: changed storyline turret and superweapon categories to faction, adjusted formatting
edit 6: various significant attribute adjustments, added calculation sections - see here

90 Likes

I support this proposal.

5 Likes

I also support this. Gimmie.

6 Likes

I ■■■■■■■ need this.

7 Likes

Backing it up 100%.

3 Likes

Nice work!

3 Likes

so well thought out , i thought it was an official blog post , now im sad

5 Likes

Excellent presentation. I wish I could give it more than one like!

5 Likes

This is the best proposal yet Uriel. I hope CCP takes notice.

7 Likes

+1 i appreciate this post

3 Likes

I need this.

2 Likes

Impressive work. Would love to see this idea become reality.

2 Likes

I mostly like it but in keeping with current drifter tech perhaps just the over shield with no super weapon would better fit.

Also disallowing local or remote repairs but having unusually large shield capacities for their ship type fits with drifters too

3 Likes

Amazing post!

Make it so the ship can’t warp after using it either. I mean if it uses the warp drive somehow… wouldn’t that make sense?

Thanks for the feedback! And I didn’t make it super clear in the post, but the overshield will always function, with the weapon part of it only able to be fired if you have the ammo/consumption for it - and who’s to say how difficult it’d be to get those items? :thinking:

2 Likes

That’s already included, listed under both the in-game function and its description~ It’s a pretty significant timer as well, if you peep the attribute sheet :slight_smile:

5 Likes

Ahh my apologies, i did not see that. I really like the concept.

“Warp drive recalibration period” means “cannot warp”.

As ideas in F&I go, this is one of the very few that I’ve looked at and not immediately dismissed as imbalanced, stupid, or a combination of both.

I would support CCP’s hiring of Uriel as a designer.

7 Likes

Oh this would be epic.

1 Like

Wonderful suggestion

1 Like