alten hilt wrote:
Lore friendly bonuses from the EVE universe (my understanding)
Minmatar: Speed and Shield bonuses (fastest)
Caldari: Shield and range bonuses (Shield Tankiest)
Gallente: Armor and Shield bonuses (balanced tank and speed)
Amarr: Armor and damage bonuses (armor tankiest)
Yeah, this would work generally.
I disagree with a couple though - Gallente are meant to be armour tankers. The only reason they might appear to be shield tankers as well is due to the tank type imbalance - it becomes more effective to shield tank them, though they're not intended for that purpose. I'd go for damage bonuses - Gallente are meant to be up-close gank types. I see you've assigned this to the Amarr - I'd instead recommend additional tank bonuses, as Amarr have a tendency to be extremely tanky.
That's up for debate though, and it's not like CCP are likely to implement this exactly (or at all) anyway.
alten hilt wrote:
STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
Like tracking computers in EvE? I quite like this idea. It would help, but it might create new problems similar to sharpshooter with complex modules being better than the basics to the point where older characters can become completely untouchable to newer players by stacking range modules.
Amarr are actually quite good with their damage projection - thematically, range increases don't fit in with the Galente as much.
In EvE, damage modules are actually in the low slots (contributing to an armour/shield imbalance there, as well) but the better range modules are in the midslots.
This idea is a bit more meh than the others in the end. It brings back problems with sharpshooter, and it seems like a placeholder for other highslots modules.
Even so, there is a distinct lack of useful highslot modules other than shield and damage modules.
Thanks for the feedback - It was useful, and I'll update the OP(s) to reflect this.