Some More AX Suggestions

Following these suggestions, I have more!

Guardian Shield Reinforcement
This module should provide some protection from damage bleed, like a resistance.
Or, this module should act like an MRP for shields, and provide perfect damage bleed protection, but eventually wear out.

Guardian HRP
This module should provide more caustic resistance than it currently does. Considering the power requirements, it should be better than it is.

Guardian Power Plant
This module should give you some protection to the shutdown field, either reducing the chance of it even happening, or shortening the time you're shutdown for.

Decontamination Limpet
Ideally should be changed to something "else", not a limpet, so we don't need a cargo any to go with it, we need all the armour we can get. With the AX weapon limit, we could have a beam laser type decontamination thing, to use on other ships, as well as the decontamination limpet.
Also, the decontamination limpet, should not be considered an act of aggression when used on human ships in AX zones. Repair limpets should be the same. Let us help them!

AX Conflict Zones
Firstly, we could do with some categories, such as High, Medium an Low, or threat levels.
Dropping in to then is currently very RNG. Sometimes you can have 1 Cyclops. Or 2 Basilisks, or 1 Hydra. When you're flying solo, it's impossible to guage what you can do or not.

Secondly, AX forces need to respawn. Eventually there are none left, mostly due to corrosion. They also need to be better at getting rid of corrosion.

Guardian SLFs
These are designed for AX use, but in an AX zone, they barely last a few seconds, because they have very poor hulls.
I suggest giving them 75% caustic resistance, and a very high resistance to phasing sequence, so they last a bit longer.

Guardian Bulkheads
A cool idea I'd love. Guardian bulkheads, would require power, and be comparable to military. They provide a 50% resistance to caustic damage. They also regenerate slowly when not taking damage for 15 seconds or more(taking damage, even shield damage, resets the timer), providing they have enough power (can be turned off, but you lose regeneration, and it takes a long time to power up).
They're very difficult to unlock, and very expensive, but make up for that by being incredibly useful.

Guardian FSD
On par with a G4 Ranged FSD, but has much higher integrity, and requires more power. Downside is boot up time is very long.
But, also provides some protection from hyperdictions, giving you a mini game to fight (similar to interdictions) instead of just losing.
Maybe also capable of faster supercruise acceleration...?

And thats all so far!

Thoughts?
 
Last edited:
I love the ideas... so much more could have been done with these additions without throwing balance off elsewhere in the game. As they are, most of the Guardian modules are simply not worth the space they take up in a post-engineering era, even if you are willing to spend the time and mats to unlock them. I've unlocked a lot of them, and the only non-weapon that's really proven worth the time, in retrospect, is the FSD Booster.
 
Back
Top Bottom