slapshot wrote:I would suggest adding some new items to the construction console:
1. advanced repair kit - costs 15b/15y, but repairs 10x as much bc hull as the "free" one
2. portable energy generator - costs 10y/30b/5g - increase small ship energy regeneration by 2/sec
3. EPFCG - costs 20y/20b/20r - infiltration item similar to C4, only it targets electrical systems instead - disables the BC for 2 seconds (all consoles, all turrets, all AI's (they can't move) - everyone is disconnected and cannot re-connect for 2 seconds) - can be placed anywhere on the enemy BC, and has a 30 second timer.
I think some of these ideas are nice, but not quite balanced.
Advance repair kit... At max hull repair upgrades, that's
2250 hull repaired if I recall correctly. For 15y/15b. That seems a bit too easy. Rather, if you were really that desperate for the advanced healing factor I'd honestly suggest doing something closer to 5y/5b for a x2 efficiency for several reasons;
- This is a method of circumventing the typical repair kit shop availability. That in itself already makes it powerful.
- Making this too powerful essentially makes a battlecruiser 'relatively invulnerable' so long as they have repair kits running. Even with just x2, having 6 of these out means you'll be repairing, with the right upgrades, a total of 180 hull per second for a total of 2700 hull. From 6 repair kits. The previous suggestion would have been 900 per second for a total of 13500 hull from 6, all for the cost of less than 100y/100b.
Portal energy generator is a nice little idea. It would offer a bit more utility to lesser used ships like Subjugaters and Minelayers. However, 2 energy regen per second is, once again... not really balanced. I don't know if it would be possible to do decimal values for energy regeneration, but if it was I would probably suggest something a bit closer to, say, 10% additional energy regeneration in order to make sure that the 'general energy regeneration scaling' of the ships remained the same. For most ships this would already be +1 energy regeneration per second. For some it would even be 2 already.
EPFCG... this actually feels misdirected. The purpose of infiltration is supposed to be about sneaking around the enemy ship and disabling particular consoles. This does not have
any of that feel -- you dock on the enemy BC, you drop 6 EPFCGs two seconds apart from one another, and then you wait.
Done. No extra work involved, it just becomes a 12 second blackout.
I feel like this goes against the true points where infiltration really shines -- running around the ship desperately trying to avoid being killed, dropping C4 at key locations in order to block passages and usage of the BC's vital utilities... this doesn't have any of that. And the moment you start to treat it as a 'small area of effect disable', it essentially becomes an inferior version of C4 as it becomes a console disconnect. The moment you buff it to last longer, it simply
becomes C4, except the way it does its job is mildly different.
The first two ideas I could get behind if tweaked. The third... I don't think so.