1
Suggestions / Re: Spend extra OP on hullmods
« on: January 10, 2024, 08:51:48 AM »
This can get really bad, really quickly. Let’s take the onslaught, a ship famed for its poor maneuverability and exceptionally weak rear. Auxiliary thrusters are already a good pick for the onslaught to deal with the weakness. But if we can slot auxiliary thrusters twice or even 3 times, the onslaught becomes as maneuverable as a sunder, with a lot more punch.
And then there’s ITU/DTC. These hull mods are already given picks for every capital. If we could have those hull mods, multiple times over “sniper” capitals become very real. Executors, onslaughts, odysseys and conquests in particular would enjoy this. Who needs OP spent on survivability when everything dies offscreen?
Theres also the case of hull mods like safety overrides, where the value of the hull mods is in static effects, like the permanent 0 flux speed boost. There’s the question as to how that should work with fractional installs, so do you get a partial boost? What about penalties? Some ships a permanent speed boost of 20% would be well worth taking a slight peak performance time hit for. Similarly, how do penalties work with multiple installs of a hull mod like heavy armour?
And then there’s ITU/DTC. These hull mods are already given picks for every capital. If we could have those hull mods, multiple times over “sniper” capitals become very real. Executors, onslaughts, odysseys and conquests in particular would enjoy this. Who needs OP spent on survivability when everything dies offscreen?
Theres also the case of hull mods like safety overrides, where the value of the hull mods is in static effects, like the permanent 0 flux speed boost. There’s the question as to how that should work with fractional installs, so do you get a partial boost? What about penalties? Some ships a permanent speed boost of 20% would be well worth taking a slight peak performance time hit for. Similarly, how do penalties work with multiple installs of a hull mod like heavy armour?