I'll post here some ideas on how to make Push/Pull effects useful for vessels, not serving only as logic/block dependent of auto-movement.
I hope the devs could give some attention to this, since it might fix two modules that are great in concept, but useless in actual gameplay (in passive mode)
The initial concept of those passive effects were for being like afterburners, that were requested for so long from the fighter ship lovers, like me. However, for them to be any relevant for a fighter, it takes a lot of room of modules, which weakens the ship considerably.
A way to make this work better for fighters and to avoid capitals going max speed out of nowhere at the same time would be :
1) Make the speed gain equivalent to the server's maximum speed requirements, so 100% of the effect would result on getting the maximum top speed (without overdrive) in one click, acting as a true afterburner. But however, add a cool down to the module, so people can't spam it.
2) Reduce the % of the ship required to make that happen, since currently it is around 10%~20%, which is too much. An amount of 3%~5% of the ship to achieve 100% effect would be acceptable.
3) To avoid big ships from using it, make the cooldowns of the module equivalent to their size and to the ship's mass, so the more % of effect and the more mass the ship has, the bigger the cool down is.
4) And another factor for avoiding capital ships from using it would be increasing the power consumption equivalent to the ship's mass and % of the effect as well, just like the cool down.
So, instead of investing too much on thrusters, fighters could have 3%~5% of pull/push modules for going high speed in order to dodge missiles, incoming bullets and avoiding enemies in their tail.
I hope the devs could give some attention to this, since it might fix two modules that are great in concept, but useless in actual gameplay (in passive mode)
The initial concept of those passive effects were for being like afterburners, that were requested for so long from the fighter ship lovers, like me. However, for them to be any relevant for a fighter, it takes a lot of room of modules, which weakens the ship considerably.
A way to make this work better for fighters and to avoid capitals going max speed out of nowhere at the same time would be :
1) Make the speed gain equivalent to the server's maximum speed requirements, so 100% of the effect would result on getting the maximum top speed (without overdrive) in one click, acting as a true afterburner. But however, add a cool down to the module, so people can't spam it.
2) Reduce the % of the ship required to make that happen, since currently it is around 10%~20%, which is too much. An amount of 3%~5% of the ship to achieve 100% effect would be acceptable.
3) To avoid big ships from using it, make the cooldowns of the module equivalent to their size and to the ship's mass, so the more % of effect and the more mass the ship has, the bigger the cool down is.
4) And another factor for avoiding capital ships from using it would be increasing the power consumption equivalent to the ship's mass and % of the effect as well, just like the cool down.
So, instead of investing too much on thrusters, fighters could have 3%~5% of pull/push modules for going high speed in order to dodge missiles, incoming bullets and avoiding enemies in their tail.