Zeylon Rho wrote:These would be small turret slot devices with equivalents of EVE-type EWAR functions. The tradeoff is that except for ADS, the driver can't operate the movement of their vehicle and the turret at the same time. A tank driver might switch to a small turret, but the vehicle would be without a driver at that point.
In theory, I'd like proper function of the turret to require skill investment by the turret user as well as opposed to just the person who owns the tank.
Not all EWAR types fit well with the systems we have in Dust, but with some adjustment we could get a basic four types out:
Stasis Webifier
A stasis web turret would be a "relatively" short range turret that would apply a temporary slowing effect in pulses. The other option would be to "slow" based on a constant beam, but it seems from a latency standpoint - a debuff requiring a certain distance and periodic "refreshing" would make more sense. I'm not certain if there should be some sort of "resistance" module to this effect directly, or if boosters/speed modules would just be a natural counter. Tiers of the turrret can increase the range, snare effect, or both. [proposed for Minmatar]
Energy Vampire/Neutralizer
There are two possible functions/approaches here. Vehicles in Dust don't have "capacitors" per se, so the analogy isn't 1:1. However, I'll attempt to describe both scenarios. In both cases, the impacted is modules that have some cycling (duration/recharge):
--Energy Vamp: A Vampire turret, once in effect, would do two things: For the user, it will increase the duration of any currently cycling module, and reduce the recharge rate of any currently recharging module. For the target, the opposite will happen: their module duration is reduced, their recharge is increased. Given the "vampire" effect, the user only gets the "bonus" if the target has modules of that type. An enemy vehicle with only passive modules would be unaffected. This effect serves as balance of sorts to the strength of active modules.
--Energy Neutralizer: A neutralizing turret would have the same negative impact on the target as the "Vampire" turret, but would provide no buff or bonus to the user.
----In both cases, it's a similar pulse effect, and in the Vampire case the user would have a buff for the same period of time that the target had a debuff. Tiers/skills could impact turret range and degree of effect. Both types of turrets aren't necessary here. [b][in EVE, this would likely be an Amarr skill...