# \[Ship Design\] Precursor Drifter Shipline and Modules

**URL:** <https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559>\
**Category:** Player Features & Ideas\
**Created:** [June 8, 2018, 8:31pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559 "2018-06-08T20:31:47Z")\
**Posts on this page:** 20\
**Page:** 6

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**Author:** ![Mina\_Sebiestar](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mina_sebiestar/32/502522_2.png) [@Mina\_Sebiestar](https://forums.eveonline.com/u/Mina_Sebiestar)\
**Post date:** [January 10, 2019, 5:17am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/101 "2019-01-10T05:17:08Z")

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> [@Salt\_Foambreaker](#):
>
> Right now we are “capped out” in New Eden.

Hardly  
Triglav ships for example are armor ONLY rr DPS boats Nestor as well there is exactly 0 of those on shield side

Just one example how you can introduce whole another set of ships beside Drifter ones proposed in this thread.

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**Author:** ![Salt\_Foambreaker](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/salt_foambreaker/32/280119_2.png) [@Salt\_Foambreaker](https://forums.eveonline.com/u/Salt_Foambreaker)\
**Post date:** [January 10, 2019, 3:15pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/102 "2019-01-10T15:15:54Z")

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Minor variations are not what I was referring to.

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**Author:** ![Azar\_Azorious](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/azar_azorious/32/125560_2.png) [@Azar\_Azorious](https://forums.eveonline.com/u/Azar_Azorious)\
**Post date:** [January 13, 2019, 11:21pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/103 "2019-01-13T23:21:04Z")

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to balance it out, they could make the ships ridiculously expensive

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**Author:** ![Uriel\_Paradisi\_Anteovnuecci](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/uriel_paradisi_anteovnuecci/32/388691_2.png) [@Uriel\_Paradisi\_Anteovnuecci](https://forums.eveonline.com/u/Uriel_Paradisi_Anteovnuecci)\
**Post date:** [January 14, 2019, 7:39pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/104 "2019-01-14T19:39:00Z")

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**Edit - 14.01.2019** - Adjusted hull bonuses

**Example: Charyb**  
Before:

> **Precursor Frigate bonuses per skill level:**  
> 50% bonus to Light Warp Lance and Microwarpdrive overload bonus  
> 50% bonus to damaged module repair amount per second
> 
> **Role Bonuses:**  
> Can fit Light Warp Lance and Light Hyperwarp Diffuser  
> Can repair heat damage to modules that have taken 100% damage

After:

> **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

Bonuses to microwarpdrive overload effects have been focused down to only affect the proper size for each ship, and the ability to repair burned-out modules has been removed - careful heat management makes for a more skill-intensive piloting experience for those who want to fully utilize Drifter ships.

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**Author:** ![Dior\_Ambraelle](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/dior_ambraelle/32/393685_2.png) [@Dior\_Ambraelle](https://forums.eveonline.com/u/Dior_Ambraelle)\
**Post date:** [January 14, 2019, 11:38pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/105 "2019-01-14T23:38:04Z")

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> [@Salt\_Foambreaker](#):
>
> True player controlled space with gates

Here is my idea: make some wormholes rarely connect back to Jove space, giving explorers something to actually explore. While we’re there, players could either repair the Jove gates or rather salvage them and replace them with the Upwell jump gates - this will keep the location and connection of the original gates. This way players could slowly rebuild the sector, while also fighting over it.

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**Author:** ![Azar\_Zadius](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/azar_zadius/32/116014_2.png) [@Azar\_Zadius](https://forums.eveonline.com/u/Azar_Zadius)\
**Post date:** [January 17, 2019, 1:39am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/106 "2019-01-17T01:39:12Z")

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But ‘jove’ space is the testing grounds that CCP uses to try out new ideas and features live, so we would wind up with weird interactions with new content not yet ready to be released.

Edit: If they say evacuated 1 or 2 of the regions and opened them up for players to explore, that would be a different story. Currently though, it would be a disaster

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**Author:** ![Shade\_Dealer](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/shade_dealer/32/186793_2.png) [@Shade\_Dealer](https://forums.eveonline.com/u/Shade_Dealer)\
**Post date:** [January 17, 2019, 9:07am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/107 "2019-01-17T09:07:47Z")

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Really clean design description would be cool.

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**Author:** ![Dior\_Ambraelle](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/dior_ambraelle/32/393685_2.png) [@Dior\_Ambraelle](https://forums.eveonline.com/u/Dior_Ambraelle)\
**Post date:** [January 17, 2019, 12:48pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/108 "2019-01-17T12:48:32Z")

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How much room does CCP need to live test stuff? A few constellations wouldn’t be enough? The rest could be opened to be explored and repopulated.

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**Author:** ![Azar\_Zadius](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/azar_zadius/32/116014_2.png) [@Azar\_Zadius](https://forums.eveonline.com/u/Azar_Zadius)\
**Post date:** [January 17, 2019, 2:17pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/109 "2019-01-17T14:17:27Z")

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I agree with the fact that CCP is using a lot of room, I’m just saying that turning it from a testing grounds to a player area would probably take a lot of time and effort on CCP’s part.

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**Author:** ![Chinsuko\_Orlenard](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chinsuko_orlenard/32/135479_2.png) [@Chinsuko\_Orlenard](https://forums.eveonline.com/u/Chinsuko_Orlenard)\
**Post date:** [January 28, 2019, 3:07am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/110 "2019-01-28T03:07:48Z")

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Currently all Pirate ships have 2 Empire faction skill required to pilot.

I’d love it if the Drifter line (as Jove descendants/relatives) needed all 4, or even some combination of three. You could tie the hull bonus equally to each. So if someone want to rapid train all 4 empires, they’ll be more gimped than the average sit to fly it bear.

I’d love if on the same lines triglavian ships required “precusor” + 2 empires to fly, and the ship bonuses were evenly divided. (Precusor weapon bonus, - Precurs ship skill, Armor bonus - Gall ship, Sensor bonus - Cal skill)

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**Author:** ![Azar\_Azorious](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/azar_azorious/32/125560_2.png) [@Azar\_Azorious](https://forums.eveonline.com/u/Azar_Azorious)\
**Post date:** [March 21, 2019, 12:56pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/111 "2019-03-21T12:56:13Z")

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Great Idea +1!

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**Author:** ![Cypr3ss\_Deteis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cypr3ss_deteis/32/392947_2.png) [@Cypr3ss\_Deteis](https://forums.eveonline.com/u/Cypr3ss_Deteis)\
**Post date:** [April 11, 2019, 9:36am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/112 "2019-04-11T09:36:04Z")

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I’ll take one of each, thank you good sir!

+1

Regards,  
Cypr3ss.

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**Author:** ![Vexahias\_Dax](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/vexahias_dax/32/129292_2.png) [@Vexahias\_Dax](https://forums.eveonline.com/u/Vexahias_Dax)\
**Post date:** [April 15, 2019, 6:16pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/113 "2019-04-15T18:16:24Z")

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I really hope CCP incorporates a drifter, or overall sleeper ship line using the drifter battleship as a base. More precursor ships will spice up the game for sure!

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**Author:** ![Uriel\_Paradisi\_Anteovnuecci](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/uriel_paradisi_anteovnuecci/32/388691_2.png) [@Uriel\_Paradisi\_Anteovnuecci](https://forums.eveonline.com/u/Uriel_Paradisi_Anteovnuecci)\
**Post date:** [April 18, 2019, 8:30pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/114 "2019-04-18T20:30:09Z")

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_**(edit: 18 April 2019)**_

In the wake of faction turrets being announced to gain the ability to fire t2 ammo, I’ve come back & adjusted a few minor details (and one detail I neglected to originally include) in the proposal:

- “Storyline” turrets and superweapons changed to “Faction” designation
- Added incurred 100% heat status for all racks after firing to Hyperwarp Diffusers
- Slightly adjusted formatting for better readability

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**Author:** ![Vexahias\_Dax](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/vexahias_dax/32/129292_2.png) [@Vexahias\_Dax](https://forums.eveonline.com/u/Vexahias_Dax)\
**Post date:** [April 29, 2019, 1:09am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/115 "2019-04-29T01:09:10Z")

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By 100% heat status, will this completely overload the modules and burn them out? If so, won’t the ship be without weapons?

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**Author:** ![chaosjj](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chaosjj/32/126627_2.png) [@chaosjj](https://forums.eveonline.com/u/chaosjj)\
**Post date:** [April 29, 2019, 3:36pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/116 "2019-04-29T15:36:25Z")

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supported, love the idea of these ships, the idea to give these ships weapons a connection to heat gives it some of that unique feel trig weapons have.

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**Author:** ![Uriel\_Paradisi\_Anteovnuecci](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/uriel_paradisi_anteovnuecci/32/388691_2.png) [@Uriel\_Paradisi\_Anteovnuecci](https://forums.eveonline.com/u/Uriel_Paradisi_Anteovnuecci)\
**Post date:** [April 29, 2019, 6:41pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/117 "2019-04-29T18:41:03Z")

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No, the heat status of each rack affects the chance each module has to take heat damage, per cycle - all this would do is maximize the chances of modules taking damage during heated cycles, until the racks all cool down again.

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**Author:** ![Aiden\_Vayle](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/aiden_vayle/32/208691_2.png) [@Aiden\_Vayle](https://forums.eveonline.com/u/Aiden_Vayle)\
**Post date:** [May 10, 2019, 1:24pm UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/118 "2019-05-10T13:24:10Z")

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Okay, i’m _very_ late to this post, but i’ve got an idea that might make the HWD more interesting: integrate Overload mechanics into it, both to make use of the faction theme and to spice up gameplay. These ideas could do with some tuning to better align with present Overload mechanics, though: the base idea is just a sample.

My base idea with this is to use Overheat as a limiter. When the HWD is active and blocking damage, for example, you can increase shield buffer or resistance, and remove damage penetration, but the module takes heat damage from normal shots, maybe 0.1% per shot taken, multiplied by the raw damage dealt. That way, Overshields go down because the module breaks, triggering the DD, and then the module is out of commission for the rest of an engagement. Gives things a bit more weight.

The second change is just built on the first: the DD function occurs automatically on the cycle when the module hits 100% overheat, can therefore be manually triggered by Overloading the HWD, and most importantly, only activating when the module breaks gives it more gravity- if the Drifter can’t finish a fight with that shot, it’s going to be debilitated for the rest of the battle. The module should have an extremely long cycle time, in both modes, so the DD can be well-telegraphed.

Any suggestions? Complaints? Ways to better translate this into current mechanics?

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**Author:** ![Turmoil\_Wycoli](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/turmoil_wycoli/32/218936_2.png) [@Turmoil\_Wycoli](https://forums.eveonline.com/u/Turmoil_Wycoli)\
**Post date:** [May 20, 2019, 2:37am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/119 "2019-05-20T02:37:13Z")

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I think that maybe the since the drifter ship turrets are secondary weapons maybe the weapons should function like lasers but rather be a weapon be like a module and the ‘doomsday’ weapon be the main weapon.

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**Author:** ![Siegfried\_Tahl](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/siegfried_tahl/32/377209_2.png) [@Siegfried\_Tahl](https://forums.eveonline.com/u/Siegfried_Tahl)\
**Post date:** [May 20, 2019, 3:20am UTC](https://forums.eveonline.com/t/ship-design-precursor-drifter-shipline-and-modules/81559/120 "2019-05-20T03:20:30Z")

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Doomsday is a single high slot module, like triglavian cannon. Floating Lux Contos/Syphillis secondary guns are sentry drones, which can only orbit your ship.

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