Repair Revolution
This will serve as a partial preview of the upcoming iteration on our logistics rework proposal, please provide feedback accordingly. (Also please pardon the very truncated presentation, I am typing this up when I should be getting ready for work
so I have to keep it quite short)
1. Add an Infantry Shield Transporter (rep tool for shields)
2. Make repair actions more active. <-- Key feature, more below
3. Remove the cap from repair earnings (note this
would not remove the 'in combat' requirements)
4. Logistics skill update - - Race or role wide bonuses to one/both 'rep tools' active pool (active what now? More below)
ExplanationGive repair tools the 'active pool' mechanic used by things like the cloaking device. In effect make them run off of their own "stamina pool". The repair tool would now provide scaled rep rewards correlated to the meta and type of tool used.
A cap is no longer needed because the active pool depletes and refreshes dynamically preventing earnings beyond a maximum use case set by CCP for that tool. Guardian point mechanics remain the same, however with a new opportunity cost because of the 'pool' method now present on the repair tool, this rewards tactical play and user choice directly.
Further WP would now be earned in much smaller portions on a WP/s basis. This when combined with earnings scaled to the tool in question eliminates the current reward disparity between high and low meta gear.
These mechanics would apply to both shield and armor 'repair tools'. Further the active pool mechanic applies to each instance of equipment separately such that players who wish to have constant access to repair output can choose to equip more than one repair tool thus giving them a larger repair pool to employ at the cost of a higher 'buy in' via equipment slots and fittings costs.
Point number 4 from above is a consideration being given to the logistics role as a support class within this system, providing some form of per level bonus to the rep pool (i.e. duration) for either armor, shields or a combination there of (depending on racial persuasion). This final element ensures that the newly revamped and active support tool will still be usable by other classes but always more effective when employed by a logistics frame.
-= Other context =-Uplinks / Hives - Consider spam and some of the earnings potential on these nerfed, more details coming later as things develop but for now please provide feedback to the above idea with this in mind.
Active Scanner - Presume that Team Scans give WP and that the scanner line has been split into two general groups, more effective squad only scanners and less effective team wide scanners. More details forthcoming after the eWar rework that CCP is currently taking feedback on.
In closing I'm interested in impressions and ideas. Sorry for the rough nature of the presentation, I'm just crunched for time at the moment.
Cheers,
Cross