This is just my feedback on the upcoming ship systems. I'm going into enough details that I figured a thread was justified. Be warned that I'm not a fanboy and I greatly dislike non-immersive fantasy-like elements in what is otherwise a very immersive sci-fi game with a great atmosphere. If, like what seems to be the majority of this forum, you think Alex is god's gift to earth and must have his butt kissed at all times, you'll be offended. Below this is my feedback, with the tentative 0.53 patchnotes colored for easy distinction.
•Flare Launcher - launches flares that distract the guidance systems of incoming missiles and PD weapons. Any missile hitting a flare will be destroyed.
Hound, Dram, Valkyrie, Buffalo Mk.II, AtlasThis is by far one of the best subsystem in my opinion. Flares are a real thing and as such are completely plausible and immersive. I also think they would be 100% fun to use and extremely useful. I hope their limiting factor is a finite quantity of flares (say between 3 and 6 salvos with barely any cooldown), not just a cooldown timer with infinite flares.
•Active Flare Launcher - similar to the above, but flares lock on to and track incoming missiles
Shuttle, Tempest, BuffaloPretty much the same as regular flares. Not a problem, they seem very fitting for any higher tech ship. Smart flares, why not? Another possibility would be to replace the regular flares with chaff (see wikipedia), which causes missiles to simply stop tracking. This subsystem could then be replaced with regular flares which attract missiles. Regardless, a very good subsystem.
•Burn Drive - temporarily engages the drive used for system travel. Massive speed boost for a fixed time, can't turn or use shields (but can fire), risk of full engine flameout on significant collision.
Tarsus, Enforcer, Dominator, OnslaughtThis one seems a bit boring. It's not terribly unimmersive or anything (other than it seems to give way too much speed) but the fact that it's being used on the slowest of ships makes it seem even more silly. The slowest ships are then the fastest ships in the game everytime this ability cools down. What?
I think this would be more fitting on midtech or hightech ship, although it would still seem a bit bland. Putting this on a toggle with a drawback when in use, rather than a cooldown, would make it much more immersive.
•Maneuvering Jets - activates extra thrusters to greatly improve ship maneuverability (acceleration/deceleration, turn rate, turn acceleration/deceleration)
Falcon, Eagle, ConquestEven more boring than the burn drive, at least it's less noticeable and as such would seem less silly. The choice of ships is also more fitting for a speed/maneuverability subsystem. Still not particularly fond of it if it's on a cooldown. A toggle that can be used at any time for any length of time would be way more immersive, and easily balanced with a drawback (generates a lot of flux?).
•Fast Missile Racks - rapidly reloads any cooling-down missile weapons
Vigilance, Condor, VentureBoring on anything that doesn't use torpedoes, yet given to 3 ships on which I would rarely if ever use torpedoes. This subsystem would be great on a torp-Conquest. On any ship without torps, it seems like you would just spam it every time it becomes available. Someone in the patchnote thread suggested that it should increase reload speed drastically for a few seconds instead, which I agree with. I'd say this subsystem is decent, if given to ships that can put it to good use.
•Fortress Shield - drastically improves shield efficiency at the expense of a constant flux buildup and inability to fire weapons
ParagonAssuming this is on a toggle, I see no problem with this subsystem. Fits the sci-fi universe, sounds useful, requires thought to use properly.
•High Energy Focus - boosts energy weapon damage by 50%, increases damage taken by 50%, can't use shields
Sunder, Aurora, OdysseyI'm surprised to see this subsystem have such drastic drawbacks compared to all the other ones. It seems like it would be very useful on the Sunder and Odyssey when using HILs or Tachyon Lances. Extremely pointless on an Aurora since it has no large slot, forcing it to get into the enemy's weapon range if it wants to be firing its own weapons. An Aurora that can't use shields is pretty much dead in the water. As for immersion, this seems to fit relatively well... justified by channeling your shield energy into your energy weapons.
•Phase Teleporter - teleports anywhere (to cursor location) within a significant range (~1500 pixels)
HyperionImmersive, useful, fun, pure awesome. I really like the ship choice but I would give this to the Aurora aswell instead of its current Press-this-to-die ability.
•Phase Skimmer - teleports a fixed, short distance along the ship's current velocity vector
Wolf, MedusaSame as above, and I like the choice of ships to give it to. Great subsystem.
•Point Defense Drones (high tech) - small, fragile drones armed with LR PD Lasers
AstralImmersive as long as the ship has a finite quantity of drones for a single battle. It sounds like a fun ability, although a lot more passive than the other ones (you just deploy them without much thought?). Whether or not this is useful depends entirely on how the drones perform so I can't comment. The ship choice seems very fitting, it's a highly specialized carrier afterall.
•Point Defense Drones (midline) - small, fragile drones armed with Light MGs
GeminiSame as above, although I have the impression most players will only ever see this ability being used by opponents since it's only given to a freighter.
•Sensor Drones - drones armed with ion cannons that also increase the sight radius and weapon range while deployed
ApogeeSame as above. The ship choice seems very fitting as I seem to remember the Apogee's description mentionning that it's some sort of science/exploration vessel.
•Accelerated Ammo Feeder - doubles ballistic weapon rate of fire for a fixed duration
Brawler, Lasher, HammerheadImmersion-breaking, this sounds like some fantasy cooldown ability straight from WoW or Diablo. It would be much more immersive as a toggled ability with a drawback such as +50% fire rate but +100% flux generation, or -90% turret turn rate, or even have the weapons overheat and break down afterwards.
•EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
OmenImmersive, useful, fun. I really like this one including how it looks (based on the screenshot in the blog). Once more ships are added to the game, hopefully the Omen won't be the only one to use this. This is another candidate subsystem replacement for the Aurora although I think the teleport one fits it better.
Other possible subsystems :Smartbomb : Causes an expanding wave of energy, centered on the user's ship, that damages everything it hits (except the ship using it). There could be different types of smartbombs for different ships (EMP smartbombs, etc.)
Ramming Maneuver : Increases the ship's speed slightly (20%-50%), prevents shield usage, generates flux, greatly increases collision damage on enemies. This would be a more interesting variant of the burn drive, for the Enforcer/Dominator/Onslaught.
Flux discharge : Transfers some of your flux to a targetted ship. More effective when your ship is at high flux, and possibly also when the enemy is at low flux.
Flux bomb : Same as above, except your flux (or some of it) is discarded in the form of a bomb that causes massive flux and possible overloads on any nearby ship when it explodes.
Repair bots : When toggled, repair bots roam the surface of the ship and slowly repair its armor. This would have to be balanced either by a finite amount of uses or by having the bots get destroyed gradually if you take damage while they're deployed.
Overload Reactor Core : When activated, your ship gains flux rapidly and enters the overload phase, then shortly afterwards explodes in a much larger and much more damaging explosion than usual. The ship is pulverized and leaves no wreck.