Dear players,
after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later.
Read the whole list through, before raging, this is a holistic approach.
Phase 1
1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option.
2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank.
3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity.
3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV.
3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto
4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations.
Skill Unlocks all Dedicated Tank Skills
5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets
6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets.
7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments
8) Add Anti Infantry Missile Launchers (fragmented)
Phase 2)
Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar.
Phase 3)
More Modules and weapons
I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names.
See updated on the fly document here:
HAV Master Spreadsheet