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 Fermionic Drone? 
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Joined: Wed Dec 19, 2012 1:00 am
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While using today the Durtanium Brackets, I did recall that we have research tier Durtanium Alloy.

Now what about the Fermionic Unification tier - currently last hull tier - could we have a new module called Fermionic Drone?
- to be discovered in CTlab
- require: 100 Durtanium Brackets, 100 Repair Nanodrones, 100 Nanite Swarm Capsules and 300 energy
- passive ability: repair 100 hull each 2 hours, size 20, max 3 per ship.

The suggestion have to purposes for me:
1) see whether similar upgrade suggestions would be supported (brackets -> module)
2) see whether passive abilities would be supported
Please post also a short reasoning, why not supported and/or causing imbalance.

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Tue Apr 09, 2013 7:03 pm
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so 300 hull repaired every 2 hours? at most?
theres basically no point.
im no where near a big fish and thats like half a % of my hull every two hours
this is only realy helpful for really low slow rankers who never want to die

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Tue Apr 09, 2013 7:19 pm
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KJReed wrote:
so 300 hull repaired every 2 hours? at most?
theres basically no point.
im no where near a big fish and thats like half a % of my hull every two hours
this is only realy helpful for really low slow rankers who never want to die


the suggestion is open for balancing. as majority of my suggestions if not all.
300 is not much even for me as low rank.

What about 1000 hull each 2 hours, max 3 modules -> should be for you like 5%, right?
Or rather repair 5% of damaged hull each 2 hours?

Also, would you like passive abilities in GL?

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Tue Apr 09, 2013 7:32 pm
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Flux wrote:
KJReed wrote:
so 300 hull repaired every 2 hours? at most?
theres basically no point.
im no where near a big fish and thats like half a % of my hull every two hours
this is only realy helpful for really low slow rankers who never want to die


the suggestion is open for balancing. as majority of my suggestions if not all.
300 is not much even for me as low rank.

What about 1000 hull each 2 hours, max 3 modules -> should be for you like 5%, right?
Or rather repair 5% of damaged hull each 2 hours?

Also, would you like passive abilities in GL?

not against passive abilities. not that i recall any i saw a point in so far.
while that would be "more" useful its not a big thing really.
if somebody wants you dead that slow regen isnt helping.
im not seeing a huge point in hull regen period unless it like a half repair every other hour.
that maybe. maybe. could be worth the cost to build on top of the cost to even discover it.

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Tue Apr 09, 2013 7:54 pm
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needs small space....low deck builds are getting overwhelmed with tons of new mods so such high space mods will only let a few equip

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Tue Apr 09, 2013 9:22 pm
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Dreadlost wrote:
needs small space....low deck builds are getting overwhelmed with tons of new mods so such high space mods will only let a few equip


The whole point of not having many decks is that you can't equip many mods, so lowering the deck size of things for ssb ships seems silly.


Tue Apr 09, 2013 9:30 pm
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Oh how sad Dreadlost. People being forced to make decisions and trade offs - perhaps sacrifices? Sounds like something you should never have to do ever - in life or otherwise.

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Tue Apr 09, 2013 9:30 pm
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I like the idea

but ... the last tier of hull is syncopated plating :P - well, yes, it's an advanced form of fermionic

300 hull is kinda too low, so maybe changing the ability to :

-> 20% reduced repair cost and repair time x 3 mod
OR
-> 10% repair, 100 E per 2 hour x 3 mod, unusable when the ship is disabled


Wed Apr 10, 2013 2:29 am
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thunderbolta wrote:
Oh how sad Dreadlost. People being forced to make decisions and trade offs - perhaps sacrifices? Sounds like something you should never have to do ever - in life or otherwise.

whats the point in making such a large space mod that gives more trivia benefits. only people with huge decks would bother with them lol. If they had the spame space as the T.O harmonic pulser set....?

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Wed Apr 10, 2013 12:19 pm
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I agree that the boosts are currently pretty bad, bu-ut those are open to change. Equally, I'm all for forcing people to either add more decks or make decisions between one module or another. There are a dozen crappy modules out there that could use a boost that some people don't use. Why would it be so bad to force people to make decisions in the same way?

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Wed Apr 10, 2013 12:33 pm
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make it 1 mod size 30 but have add ons stack. like many of the new legion mission mods. stacking boost upkeep and the bonus.

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Wed Apr 10, 2013 7:08 pm
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itsSoulPLayAgain wrote:
make it 1 mod size 30 but have add ons stack. like many of the new legion mission mods. stacking boost upkeep and the bonus.

good idea!

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Thu Apr 11, 2013 11:40 am
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I don't like it. It would remove the one single advantage shields have over hull: Recharging.
If we do this, we might as well remove shields from the game, and simply add 50% more hull. (exaggeration, i know, but it makes my point)


Fri Apr 12, 2013 3:30 pm
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Sereomontis wrote:
I don't like it. It would remove the one single advantage shields have over hull: Recharging.
If we do this, we might as well remove shields from the game, and simply add 50% more hull. (exaggeration, i know, but it makes my point)

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Last edited by Peticks on Sat Apr 13, 2013 1:41 pm, edited 1 time in total.



Fri Apr 12, 2013 10:16 pm
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Sereomontis wrote:
I don't like it. It would remove the one single advantage shields have over hull: Recharging.
If we do this, we might as well remove shields from the game, and simply add 50% more hull. (exaggeration, i know, but it makes my point)


-1 ^reason above^

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Sat Apr 13, 2013 1:02 am
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in the form of a buff artifact it could work, "Repair nanodrone swarm: Repair 1% hull every 5 minutes" that's one of the most useless things for pvping but for npcing it can be quiet useful, it would cost more nanodrones than normal but it would prevent you from keep going to the arti tab.

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Sat Apr 13, 2013 7:08 am
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