Suggestion: Bonus & Stacking module penalty

Hello,

Since I started playing the biggest problem with all meta from a balance perspective has always been stacking modules either SCB's or now HRP's. There is so many modules that could open new variables and different ways of playing but nobody seems to be using them (such as ECM & PDT).

What I was thinking is, we should penalize the whole "stacking" meta and add stacking penalties to an effectiveness reduction that is incurred when using two, three or more modules of the same type on a ship (note; that it is the stat bonus that is affected, not the module itself), armor still apply for the stat bonus but would decrease it's overall efficiency when stacking). I was also thinking we could give a velocity, accuracy and tracking bonus for a stacking penalty - to increase the overall effectiveness of missiles and torpedos and add a better percentage of the damage to all modules.

To make it simple to understand; just add a game mechanic penalty multiplier for stacking HRP's. That would resolve a lot of problems for all ships and fix some of the annoying issues such as the whole i-win power button "silent running". It would obviously have to be properly balanced to avoid overpowered ships.

Stacking mechanic:

- Penalize HRP's stacking when using two, three or more modules (module affected by stacking penalty multiplier for HRP's)
- Multiplier penality that it is the stat bonus that is affected, not the module itself (overall efficiency).
- Velocity, accuracy and tracking bonus for a stacking penalty - to increase the overall effectiveness of missiles and torpedos.
- Increase splash damage to modules and shields.

Overall effectiveness (random numbers):

- 1st mod: 100.0% effectiveness - 50% Velocity, tracking and accuracy bonus
- 2nd mod: 85% effectiveness - 65% Velocity, tracking and accuracy bonus
- 3rd mod: 55% effectiveness - 70% Velocity, tracking and accuracy bonus
- 4th mod: 25% effectiveness - 85% Velocity, tracking and accuracy bonus
- 5th mod: 10% effectiveness - 90% Velocity, tracking and accuracy bonus

The first thing to remember is that absolute effects are never stacking-penalized, only percentage effects for stacking HRP's - the goal is to decrease the overall effectiveness and penalize ships who are stacking the same module (% effect to an attribute suffers no penalties to a single module) extra multiplier for velocity, tracking and accuracy bonus to missiles and torpedos are added when stacking one, two or three of the same modules. note; velocity, tracking & accuracy modifers are 100% effective but based on the above affectiveness.

I would also love to see ship bonus for example :
(This would open so much more different variables and build options)

- Corvette: 35% bonus to turreted weapons
- Cutter: 35% bonus to laser beams, pulses and bursts
- Anaconda: 15% bonus to missiles and torpedos
- Type-9: 50% bonus to mining lasers and chaff reload speed

These are just a few ideas but i imagine crafting in 2.1 will open up new ways to upgrade your modules. However having an extra bonus would give an incentive to use different ships for specific situations like mining, trading or combat.

Food for thought
 
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Affecting your velocity (turn rate / max boost speed) makes sense as you're adding more "mass" to the ship.

Missiles and torpedoes are being altered in 2.1 so best to wait to see what FD have chosen to do before suggesting changes.
 
Affecting your velocity (turn rate / max boost speed) makes sense as you're adding more "mass" to the ship.

Missiles and torpedoes are being altered in 2.1 so best to wait to see what FD have chosen to do before suggesting changes.

yeah thats what I was thinking.
 
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