open All Channels
seplocked Features and Ideas Discussion
blankseplocked Faction Turrets etc
This thread is older than 90 days and has been locked due to inactivity.

Author Topic

Cataclysmic Variables
Posted - 2011.06.22 19:52:00 - [1]

I've noticed that very few people go for faction turrets, because why could they get crappy faction turrets if they can just get T2?
Noticing that Incarna now has different coloured faction ships, I came up with the idea that faction turrets, and maybe other modules too, should have special bonuses when fitted on the corresponding ships. And have base attributes more like Tech1 Meta4 (or just a tad better)
True Sansha Focussed Medium Pulse Laser
+10% damage when fitted to a Sanshas Nation chassis
Dark Blood Heavy Nosferatu
+20% energy transfer when fitted to Blood Raider chassis

I think this would give more attraction to the currently overpriced and useless faction mods.
What do you guys think?

Posted - 2011.06.22 20:09:00 - [2]

I think it's a good idea when you factor caldari, gallente, minmatar, and amarr ships and fittings.
However, I'm not sure how it would work for dead space faction fittings.. I mean, it would be cool, but a lot of ppl don't fly those type of ships but still use those turret types.

But like I said, I think it would work great for the 4 base faction types...They'd sell more and players would want to use them more...
The only thing else that would be nice is such like cruise missiles, it would be nice if you had the skills and fitted the faction launchers on a caldari ship that they would allow you to use t2 ammo... That would be nice

Cataclysmic Variables
Posted - 2011.06.22 23:00:00 - [3]

Edited by: BlyTwo on 22/06/2011 23:35:25
The idea is to make the faction and pirate faction mods more appealing (applies to faction ammo as well), deadspace and officer already have their appeal at being superior universally. A stacking bonus like the implant sets would be perfect, the more of the same type you combine the more they all are in the end.
Changing my original example (I'll go with a Phantasm):
  • Phantasm:
    Special Ability: 100% bonus to Medium Energy Turret damage
    Amarr Cruiser Skill Bonus: 5% bonus to Medium Energy Turret tracking per level
    Caldari Cruiser Skill Bonus: 3% bonus to Medium Energy Turret optimal range per level
    Set Effect: 10% bonus to the strength of all Sansha's Nation module bonus

  • True Sansha Focused Medium Pulse:
    Special Ability: 2% bonus to rate of fire when fitted on Sansha's Nation hull
    Set Effect: 5% bonus to the strength of all Sansha's Nation module bonus

  • True Sansha Medium Nosferatu:
    Special Ability: 5% bonus to energy transfer amount when fitted on Sansha's Nation hull
    Set Effect: 5% bonus to the strength of all Sansha's Nation module bonus

  • Sansha Multifrequency:
    Special Ability: 2% bonus to damage when loaded in Sansha's Nation turret
    Set Effect: 10% bonus to the strength of all Sansha' Nation ammunition bonus

  • True Sansha Multifrequency:
    Special Ability: 3% bonus to damage when loaded in Sansha's Nation turret
    Set Effect: 10% bonus to the strength of all Sansha's Nation ammunition bonus

(numbers can be changed if overpowered or underpowered)
Likely will be necessary to change the base attributes to make it more fitting with this system.

Jonny Malkovich
Posted - 2011.06.22 23:25:00 - [4]

Using sansha ship + sansha modules = nice bonus?
could bring some big balance problems. even if i like the idea.

Cataclysmic Variables
Posted - 2011.06.22 23:38:00 - [5]

I realize it'd cause balance probs to start off, or to use these numbers. But if it was compensated so that it was more balanced and not overpowered...
Example just to get the basic idea across.

Cataclysmic Variables
Posted - 2011.06.23 00:04:00 - [6]

I agree with the idea, but i also think there should be a racial bonus, ie
Serpentis modules-
on Serpentis ships (vigilant, etc)
10% bonus
on Gallente vessels-
So that they can play into not just big spenders, but everyday players as well.
and not to make them too overpowered, maybe make it have a stacking penalty, just like EANM II and such.

Posted - 2011.06.23 03:03:00 - [7]

I always wondered why dread guristas cruise lunachers worked just as good on a rattlesnake as a navy scorpian.

Would be a big pain to balance, but the idea seems solid and reasonable.

Posted - 2011.06.23 04:12:00 - [8]

Or just make specialization skills apply to faction and higher meta officer guns in addition to t2, and avoid faction specific balancing problems. Specialization skills are what makes t2 op and the cause of imbalance in the first place.

Glyken Touchon
Independent Alchemists
Posted - 2011.06.23 08:43:00 - [9]

if you are talking "item sets", then how about module HP?

works for all modules, without causing grief to balance.

Coffee Lovers Brewing Club
Care Factor
Posted - 2011.06.23 08:48:00 - [10]

Give it a 5% general performance boost to damage/effectiveness if fitted to proper faction vessel. It should also exclude normal amarr/etc ships, only navy-faction like the navy domi or imperial navy apoc, etc.

Jericho Fraction
Posted - 2011.06.23 09:33:00 - [11]

Nice ideas here.

Cataclysmic Variables
Posted - 2011.06.24 00:09:00 - [12]

I really think there needs to be more "uniqueness" to things like faction mods, because there is a hell of a lot of modules and other doodads in EVE and there is no real appeal to any of them. Why get that one if you can get a better one? A lot of items end up being under-supplied and overpriced because no one uses them because there is no point. As it is now the only attraction is turret colour and faction name, and only a select few people care about that.
If not only faction turrets, there needs to be more specialized modules, ones that only work on certain ships. Here is an example of an idea that has popped into my head over and over: the Rokh looks like a buge-ass MAC-cannon, so why not when you get to remodelling the Rokh, give it a huge slow-firing anti-capital cannon that uses an oversized ammo that fills your cargo with like 5 rounds <== things like that ships/guns need to be more special than just having different stat numbers than the next ship.

Tyme Xandr
State Protectorate
Posted - 2011.06.24 00:13:00 - [13]

I always thought people use the Faction turrets/launchers because of fitting and ROF.

Sakaras Lane
Posted - 2011.06.24 08:54:00 - [14]

I think this is a bad idea, you are going to take away from the meta value of ship fittings, the limited ways to fit a ship will become even more cookie cutter every faction ship will be fit the same and will be overpriced to boot.


This thread is older than 90 days and has been locked due to inactivity.


The new forums are live

Please adjust your bookmarks to

These forums are archived and read-only