I have a few utility highslot module ideas that would be quite fun for solo (edit: and fleet) pvp, especially for cruisers and below.
Thermal Antidissipation Array I / Compact / Scoped / T2
This module would be complicated to introduce, as it would involve a rework of the overheating mechanic.
The mechanic as it is now, I believe, works by spreading heat damage points to modules on a rack as they get overheated using RNG. These points then get summed and put over the total module health available to get the overheat level of the rack, which is then displayed between the capacitor and hull HP bars of your HUD.
For this module to work, overheating would need to be reworked so that every overheating of a module would put heat into the rack, something like 2-4% per cycle for a gun, 15-30% for a prop mod, etc. Then the heat has to dissipate from the onboard heat sink at a set order-one reaction rate, such as halving the heat every 10s. This would be another value to add to a ship’s hull stats. Anyway, the percentage of the full heat damage capability per cycle (increased from before this change) would reflect on the heat of the rack, which can go above 100% (but just won’t show it).
For example, say a 5 turret ship with no utility highs overheats its guns for ten cycles, adding 4% heat per cycle with a value of 40 HP per gun and 5 heat damage value, with a 10s halving time and a 5s cycle time, e.g. an Omen or Thorax.
The first heat cycle does no damage to the guns, but raises the high slot rack heat to 20%, which decreases to about 14% after 5s. The second cycle deals 14% of (5x5) or about 3.5 damage to the rack, spread out among the guns, and increases heat to 36%, which decreases down to about 25% after 5s. Third cycle does 6.3 damage to the guns and leaves the heat at 33% after 5s. Fourth cycle does 8.3 damage and goes to 37.5% Then about 10 damage, then 11, then 12, then another 12, finally doing about 100 damage overall, give or take 10.
This is enough to more than half burn out your guns in 50s or so, combletely burning them out around 80s on average. This mechanic would add some really interesting heat management to pvp, and would allow the new module to do its thing.
The Thermal Antidissipation Array would add heat to an opponent’s module rack, so that your opponent cannot overheat their modules as long without taking a large risk. The module would have a cycle time of about 6s, similar to a small energy neutralizer, high cap usage (maybe 40GJ/cycle?), and would increase heat on all racks by 15% for a T1, 17.5% for a Meta, and 20% for a T2. It could also be scripted to target specific racks, raising heat on a single rack by 20% / 25% / 30% for the diffent meta levels of the module.
Stacking penalties would apply for obvious reasons, so when one is applied to a target, another will not raise the heat as much. For example, one T2 TAA would raise 20% per cycle, another would raise 20% of (100-20) or 16%. A third raises 13% per cycle, a fourth is 10%, etc. The range would be similar to the neutralizer system.
The main problem I see with this system is its effect on solo pvp battleships. A well-timed system of TAAs could keep the battleship at about 168% heat on all racks when the battleship is running cold. This means that three cycles of a heated prop mod, or just 5 heated 8-group turret cycles, is enough to cripple the ship. Larger ships and modules will have to have higher local heating amounts with better heat sinks, making them less vulnerable to TAAs. If you’ve gotten this far, thanks for your patience. If any of this is confusing, feel free to ask any questions about it below, and I’ll try to clear it up for you.
I think it would be cool if there was no counter to this, but maybe rigs or low slots can be added that reduce the heat halving time of a ship. This module / rig would allow your ship to run hotter for longer and be more resistant to external heating.
If I were to use this in solo pvp, I would probably use it either unscripted or scripted to mid slots (to punish overheated props and scrams).
Small / Medium / Large / Capital Holographic Projector System
This module would make the ship it is fitted to appear one additional time on directional scanners, but not on the overview. The ship would have the same name, type, icon, and distance.
It would take the same amount of fitting space as the same size of compact energy neutralizer, and uses minimal capacitor upon activation, maybe 1GJ for a small, 10GJ for a medium, 50GJ for a large, and 200GJ for a capital.
This can be used in a multitude of creative ways. You can make a fleet half full of dictors and tackle ships, all with the same name, and send them with your cloaky or recon fleet. These modules will look to a scout as if the entire local spike is caused by a small, maneuverble fleet, enabling your recons to do their thing when they show up unexpectedly.
It could also be used for intimidation. If you want to chase a farmer out of their FW complex, show up with what looks like two ships. You could also use reverse psychology to unexpectedly 2v1 someone when they try to call your bluff.
In conclusion, I like the current lineup of utility high slot modules, but I feel that there is a distinct opportunity for more creativity in high slot fitting. The current options are neut, nos, and smartbomb, plus a secondary weapon system here or there. There are a couple of other things, like remote reps, entosis, salvagers, probes, etc., but those first three are the only ones consistently used across all forms of pvp. I think that these new modules would add yet another level of complexity to the game that would lead to many exciting new fits and compositions for years to come.
Maybe ill have some other ideas soon idk…
Any other ideas feel free to post down below, I am excited to see all of the thoughts.