Okay so yesterday I was thinking about the ships that we got in-game and how they handle in player vs player combat. So I said, "What if we had more varieties on customizing the ship core?" However, I was mainly looking at Gunships and above. This is the thought that came up in mind:
Power Core Extenders:
"Power Core Extenders" that multiplies the power core of the ship? Example: We got armor upgrades that multiplies the base ship hull from 1.2 - 4.0. Power Core Extender can multiply the Power Core up to 1.2 - 2.0. Nevertheless, consequences needs to add in to prevent abuse of the upgrade.
The Power Core Extender could multiply the core, however, given it a slow recharge percentage depending on the size of an extender. A thought of a
percentage reduction scale:
Power Core Extender I (x1.2) -- Consequence: 75% Power Core Recharge
Power Core Extender II (x1.4) -- Consequence: 60% Power Core Recharge
Power Core Extender III (x1.6) -- Consequence:45% Power Core Recharge
Power Core Extender IV (x1.8) -- Consequence: 30% Power Core Recharge
Power Core Extender V (x2.0) -- Consequence: 15% Power Core Recharge
Here's the example on a Kusari Battleship.
Kusari Battleship:
BPU: 300,000 / 9,000,000 PU
Installed: Power Core Extender III (x1.6)
BPU: 165000 / 14,400,000
The ship will have a power core that will last for a long duration giving it the chance to fire everything it got mounted with a slow recharge rate. Therefore, you got to make your shots count.
Weapon Enhancement:
"Weapon Enhancement". So you don't like fist-to-face fights but prefer to shoot with a gun at a distance, right? Yes, you're not the only one that likes kiting the enemy. The Weapon Enhancement can upgrade the range/speed of a turret but can also reduce the damage output. The Upgrade percentage is only increased by 15%, 25%, and 35%. The same percentage that upgrades the range/speed can also degrade the damage output. So lets say a Turret have:
Weapon Enhancement I (15%)
Weapon Enhancement II (25%)
Weapon Enhancement III (35%)
Hull DMG: 956 -- this will change to -25%= 717
Shield DMG: 304 -- this will change to -25%= 228
Projectile Speed: 456 m/s -- this will change to 25%= 570
Range: 843 -- this will change to 25%= 1054
Now here is the tough question that I know some of you guys are thinking: "How to get close to a kiting ship when my weapons are short/mid range?!" Tsk-tsk-tsk, community, remember we got bombers and the "cruise to your enemy" is allowed. It is possible to get close to a kiting ship, just need support of small crafts.
This is where another consequence comes into play, " Decisions, Decisions..."
Each ship will only have one upgrade module slot, like how they are currently. Giving the pilot a decision on either to choose:
1] More Power / More DPS but base Ship Hull Armor HP
2] Standard Power / Standard DPS but more Base Ship Hull Armor HP
3] Standard Power / Less DPS / Standard Base Ship Hull Armor but more range and speed added to your gun/turrets.
The pros/cons have to come in a balance to get a fair fight in the end.
Just a thought that came in mind that I liked to share with here. So now I want to read your opinions.
Imagine having a short boost of power to either shields, weapons or core? Leave armour as is, leave other stats as is but have a new module that gives a sort of 'power button' for short bursts of increased usage of guns(i.e speed) or duration of core for intense fighting. Sort of like the power boosts in A1 Grand Prix.