Hello guys,
Just a though about Pip system.
When you have 4 pip
That's not logical.
You have two possibility :
In this second scenario you would have a perfect balance between Hull and Shield
Pip would only serve to :
- Increase regeneration rate
Wep to fire more often
Eng to boost more often (but no draw back on maneuverability)
Sys to recharge the system (Heat sink, Chaff and help to compensate the draw of the shield regeneration but not increase shield strength)
ex : https://coriolis.io/outfit/adder
Shield 0 pip : 78
Shield 4 pip : 195
Hull : wait there is not PIP !
Eng 0 pip : yaw : 6°/S / Pitch : 45°/s / Roll : 17°/S
Eng 4 pip : yaw : 14°/S / Pitch : 100°/s / Roll : 38°/S
Wep : Doesn't change anything. (Nothing on Rof, nothing on damage unlike Eng or Sys...) HELP recharge faster and prevent heat !
The goal is to balance Hull and Shield ship.
Diversity will never hurt a game !
A lot of people here want to keep the current statut about pip managment => Ok
Another proposal : Modification for the hull
- SYS Pip will help you hull to be stronger (nanotech if you want for the lore ^^) [Only without shield or with a broken shield so you will not destroy phasing]
0 pip : *1 (Current value)
2 pip : *2 ?
4 pip : *3 ?
May need some tweak on the value
Add in game some HCB (Hull patch like SCB but for Hull) Nano bot who can heal your hull (Nano tech again)
Passive or active. [Passive all time but small amount active : burst of heal but few charges]
You can even imagine some specifique hull : self heal but less tanky, etc.... (same patern as biweave and prisma)
Now we can take a fresh start about the balance with another proposition
When you have 4 pip
In system : Shield increaseIn engine : Maneuverability increaseIn weapons : Nothing happens
That's not logical.
You have two possibility :
Weapons pip should influence damage but in this case you nerf to the ground hull tank meta...Pip should have no influence at all except recharge the distributor
In this second scenario you would have a perfect balance between Hull and Shield
Pip would only serve to :
- Increase regeneration rate
Wep to fire more often
Eng to boost more often (but no draw back on maneuverability)
Sys to recharge the system (Heat sink, Chaff and help to compensate the draw of the shield regeneration but not increase shield strength)
ex : https://coriolis.io/outfit/adder
Shield 0 pip : 78
Shield 4 pip : 195
Hull : wait there is not PIP !
Eng 0 pip : yaw : 6°/S / Pitch : 45°/s / Roll : 17°/S
Eng 4 pip : yaw : 14°/S / Pitch : 100°/s / Roll : 38°/S
Wep : Doesn't change anything. (Nothing on Rof, nothing on damage unlike Eng or Sys...) HELP recharge faster and prevent heat !
The goal is to balance Hull and Shield ship.
Diversity will never hurt a game !
A lot of people here want to keep the current statut about pip managment => Ok
Another proposal : Modification for the hull
- SYS Pip will help you hull to be stronger (nanotech if you want for the lore ^^) [Only without shield or with a broken shield so you will not destroy phasing]
0 pip : *1 (Current value)
2 pip : *2 ?
4 pip : *3 ?
May need some tweak on the value
Add in game some HCB (Hull patch like SCB but for Hull) Nano bot who can heal your hull (Nano tech again)
Passive or active. [Passive all time but small amount active : burst of heal but few charges]
You can even imagine some specifique hull : self heal but less tanky, etc.... (same patern as biweave and prisma)
Now we can take a fresh start about the balance with another proposition
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