GENERAL FCF
Sentinels of New Eden
64
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Posted - 2015.01.01 17:16:00 -
[1] - Quote
Gallente:
Armor Regulators:
In the (High Powerd) module slot so as to not effect any armor mods in the Low Powered slot.(equally like the Caldari's shield regulators don't effect the shields' High slots)
Just like the shield regulator specifically/dramatically boosts the shields of Caldari when equipped, this would dramatically boost the Gallente armor regeneration frequency rate but slightly boost other factions should they choose to equip it! Just like the shield regulator, unless stacked to provide noticeable change, provides very little boost to other factions except Caldari.
Caldari:
Shield Hardeners:
Would be placed in the (Low Powered) slot to not effect any shield modules in the High module slot. Dramatically benefitting Caldari shields while providing little bonuses to other Factions unless stacked.
Amarr:
Armor hardeners:
(In the High slot) would be welcomed to benefit primarily Amarr; providing little bonuses to other factions(unless stacked).
Minmatar:
Shield/Armor (hybrid) regulators providing faster Shield/Armor regeneration frequency in the (High module slot.) Dramatically benefitting the Minmatar race but providing little bonus to other races(unless stacked).
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
91
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Posted - 2015.02.27 05:41:00 -
[3] - Quote
I like the idea. Would you be willing to consider instead cannibalising some eve modules to a microscale form such as:
Caldari https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Resistance_Amplifiers Gallente https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Resistance_Plating Amarr https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Layered_Plating Minmatar https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Damage_Controls
Of course, any race could use any of them, but i categorized them by what is most useful to whom.
shield resistance amplifiers provide a % resistance to certain types of damage vs shields. Example: thermic resistance amplifiers would drastically reduce the effectiveness of the first couple shotgun blasts vs a cal assault, but wouldnt stop a scrambler rifle or sniper rifle from knocking the shields clean off. On the other hand, kinetic resistance amplifiers could help a cal scout survive a sniper rifle shot and get to safety. They use mid slots(erroneously called hi slots in dust as true hi slots are weapon/made/equipment slots) Great for caldari, so-so for minmatar, but resistance %s for shields would only be situationally useful for gal/amarr
Adaptive plating provides overall damage resistance increases, but not as effective as picking a damage type to counter and getting its resistance plating. similar to shield resistance amplifiers but the armor type. Great for gallente, so-so for amarr, but resistance %s for armor would only be situationally useful for min/cal
Layered plating gives a percentage bonus to armor as opposed to a flat hp increase. Still a low slot, but provides a good deal of effectiveness to an amarr sentinel, while being a piece of crap to minmatar scouts.
The damage controls are an oddball providing overall resistances to both shields and armor on a low slot without slowing the user down, but requiring an activation and cool down. Would be great for helping a minmatar last that precious one more second, but not as useful to the other classes as the stats affected are relatively small to the brickier races.
Edit: of course there are also other active modules like shield and armor hardeners and shield boosters, and there's energized plating which is another type of armor, but I felt that the 4 I proposed are a bit simpler and better to start with them and tackle the others another day, eh?
Sebiestor scout, MTAC pilot, Merc w/ a face
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