I keep it short here.
Large ships are nothing more than larger fighters and fill the role of a giant sponge with hitpoints. Their firepower is average at best compared to their seize and value.
Being exclusively for hanger ships and only class 5 and upwards I came up with the following modules that are exclsuively for larger vessels:
1. Frameshift Drive Disruptor Field Emitter
As the name suggests, it creates a sphere where ALL FSDs will not charge until a ship leaves the mass lock range of the ship emitting the field. This is applied to own wing members and any other FSD as well, including the FSD of the ship creating the sphere. Consumes SYS capacity over time so it is only possible to establish a field for a short amount of time. (I'd say up to 10-15 seconds with 4 pips to SYS and G5 charge enhanced). The field needs to build up (similar to shields .. or the ECM) before it has an effect. It should take 5 seconds to to establish the sphrere and 10 additional seconds to grow it to its max range of the ship's MLF.
Starting class: 7
Maximum class: 8
Higher classes and higher ratings increase energy efficiency and reduce build up time.
2. Backup Shield Charger
Same as a SCB ... just for shields that are offline. Uses SYS capacity to quickly recharge broken shields. This removes the urgent need to wake out as soon as a large vessel's shields are offline. As soon as the shields are online or when the charge up is interrupted (by running out of SYS energy) the charger needs to cool down in terms of rebooting. The boot time should be around 2-3 minutes. Adds heat to the ship during recharge.
Starting class: 6
Maximum class: 8
Higher classes and rating increase MJ restored per energy and second while increasing thermal load.
3. Artificial Mass Field
Creates a sphere inside the MLF range of a ship. Pulls all objects towards that ship while slowing itself down. Drains WEP Capacity over time. Lower mass ships are affected the most whereas higher mass ships can eventually escape it.
Gravity force increases over time the longer the field can be kept up. As soon as there is no energy left to hold the sphere it will decay (not instantly shut down). During the decay it is not possible to rebuild the field/sphere. While it decays the pulling force reduces over time until it is fully decayed. Generates a small amount of heat when building up.
Starting class: 6
Maximum class: 7
Higher class and rating increase maximum pulling force and energy efficiency.
4. Backup Battery
Provides a small amount of MW in case the powerplant malfunctions. Consumes energy (ammunition) as long as it automatically discharges. Energy consumption is determined by energy discharged which is tied to the powerplant's maximum output and currently used output (module priorities). Can also be used to overcome FSD disrupting effects.
Starting class: 6
Maximum class: 8
Higher class and rating increase maximum energy capacity and maximum MW discharged per time unit.
5. Enhanced cooling unit
Drains SYS capacity to drastically cool down a ship. Has a maximum thermal load capacity (similar to your own ship's capacity) which, when exceeded, disables the cooling unit and it can no longer cool down the ship until the heat has been radiated through the heat vents.
Starting class: 6
Maximum class: 7
6. Mobile Field Factory
With the upcoming introduction of repair limpets I thought it would be useful to have a module capable of producing these.
Can produce a wide variety of ship equipment/ammunition such as weapon ammunition AFMU ammunition, limpets or SRVs/Fighters. Consumes various materials from asteorid belts and planetary mining fragments (iron, palladium, titanium, etc.)
Starting class: 6
Maximum class: 8
Higher class and rating reduces construction time and increases factory capacity (can construct/produce multiple things at once instead of only a single product).
7. Shield Interference Emitter
Drains a small amount of WEP capacity to create a field that disables shield healing of all types in its radius, including wingmates and own shields. Shields that are affected can not be recharged by SCBs or healing beams or recharged by the affected ship in general. Does not affect the rebuild process of broken shields.
Produces a small amount of heat when active.
Starting class: 7
Maximum class: 8
Higher class and rating increase energy efficiency and increase thermal load as well as maximum range.
8. Shock Wave Emitter
Uses WEP capacity to create a shockwave damaging and pushing away ALL ships in its radius. Damage falloff starts at 1000 meters. Can be charged for higher burst damage and pushing force. The higher the charge the more heat it will add up (heat is added during charge up process). Owm ship is not affected.
Starting class: 6
Maximum class: 8
Higher class and rating will increase damage, pushing force and thermal load.
Discuss below or add your own ideas
Large ships are nothing more than larger fighters and fill the role of a giant sponge with hitpoints. Their firepower is average at best compared to their seize and value.
Being exclusively for hanger ships and only class 5 and upwards I came up with the following modules that are exclsuively for larger vessels:
1. Frameshift Drive Disruptor Field Emitter
As the name suggests, it creates a sphere where ALL FSDs will not charge until a ship leaves the mass lock range of the ship emitting the field. This is applied to own wing members and any other FSD as well, including the FSD of the ship creating the sphere. Consumes SYS capacity over time so it is only possible to establish a field for a short amount of time. (I'd say up to 10-15 seconds with 4 pips to SYS and G5 charge enhanced). The field needs to build up (similar to shields .. or the ECM) before it has an effect. It should take 5 seconds to to establish the sphrere and 10 additional seconds to grow it to its max range of the ship's MLF.
Starting class: 7
Maximum class: 8
Higher classes and higher ratings increase energy efficiency and reduce build up time.
2. Backup Shield Charger
Same as a SCB ... just for shields that are offline. Uses SYS capacity to quickly recharge broken shields. This removes the urgent need to wake out as soon as a large vessel's shields are offline. As soon as the shields are online or when the charge up is interrupted (by running out of SYS energy) the charger needs to cool down in terms of rebooting. The boot time should be around 2-3 minutes. Adds heat to the ship during recharge.
Starting class: 6
Maximum class: 8
Higher classes and rating increase MJ restored per energy and second while increasing thermal load.
3. Artificial Mass Field
Creates a sphere inside the MLF range of a ship. Pulls all objects towards that ship while slowing itself down. Drains WEP Capacity over time. Lower mass ships are affected the most whereas higher mass ships can eventually escape it.
Gravity force increases over time the longer the field can be kept up. As soon as there is no energy left to hold the sphere it will decay (not instantly shut down). During the decay it is not possible to rebuild the field/sphere. While it decays the pulling force reduces over time until it is fully decayed. Generates a small amount of heat when building up.
Starting class: 6
Maximum class: 7
Higher class and rating increase maximum pulling force and energy efficiency.
4. Backup Battery
Provides a small amount of MW in case the powerplant malfunctions. Consumes energy (ammunition) as long as it automatically discharges. Energy consumption is determined by energy discharged which is tied to the powerplant's maximum output and currently used output (module priorities). Can also be used to overcome FSD disrupting effects.
Starting class: 6
Maximum class: 8
Higher class and rating increase maximum energy capacity and maximum MW discharged per time unit.
5. Enhanced cooling unit
Drains SYS capacity to drastically cool down a ship. Has a maximum thermal load capacity (similar to your own ship's capacity) which, when exceeded, disables the cooling unit and it can no longer cool down the ship until the heat has been radiated through the heat vents.
Starting class: 6
Maximum class: 7
6. Mobile Field Factory
With the upcoming introduction of repair limpets I thought it would be useful to have a module capable of producing these.
Can produce a wide variety of ship equipment/ammunition such as weapon ammunition AFMU ammunition, limpets or SRVs/Fighters. Consumes various materials from asteorid belts and planetary mining fragments (iron, palladium, titanium, etc.)
Starting class: 6
Maximum class: 8
Higher class and rating reduces construction time and increases factory capacity (can construct/produce multiple things at once instead of only a single product).
7. Shield Interference Emitter
Drains a small amount of WEP capacity to create a field that disables shield healing of all types in its radius, including wingmates and own shields. Shields that are affected can not be recharged by SCBs or healing beams or recharged by the affected ship in general. Does not affect the rebuild process of broken shields.
Produces a small amount of heat when active.
Starting class: 7
Maximum class: 8
Higher class and rating increase energy efficiency and increase thermal load as well as maximum range.
8. Shock Wave Emitter
Uses WEP capacity to create a shockwave damaging and pushing away ALL ships in its radius. Damage falloff starts at 1000 meters. Can be charged for higher burst damage and pushing force. The higher the charge the more heat it will add up (heat is added during charge up process). Owm ship is not affected.
Starting class: 6
Maximum class: 8
Higher class and rating will increase damage, pushing force and thermal load.
Discuss below or add your own ideas
Last edited: