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« on: May 04, 2014, 08:19:33 pm »
Alright, summing up some of the ideas from this thread to see what kind of stuff we've been talking about. Please do tell if I've missed anything. Also feel free to keep adding suggestions, this is just an update.
Name ideas: Stabilizer, gyroscope, anchor
General idea: A piloting tool that you can use to have the ship automatically stabilize itself using the engine and the insert/release gas to the balloon mechanics. After the ship has stopped moving, the downside of the stabilizer is that you effectively cannot move any more.
Target audience: Sniper ships and other ships that benefit from relocating and then trying to stabilize the ship asap. Newbie-friendly too, in the sense that it could be an "auto-pilot" that executes ship stabilization perfectly using the throttle and the balloon controls.
Benefits of using the tool: Stabilizes the ship quickly. Gives long range ships an option to try to get the enemy in their arcs as quickly as possible and then stabilize the ship for their gunners.
Various possible side benefits that have been suggested: Reduces the recoil of the guns, similar to a Heavy Clip but not as effectively. A proposed reduction of 50-75% in recoil. Reduction of damage taken to balloon and weapons, but not the hull or the engines. Perhaps only a reduction from taken shatter and flechette damage to make this feature slightly less devastating? A reduction in impact damage was also suggested. This should not be too great, however, so that the impact bumpers are not rendered obsolete.
More or less logical drawbacks of using the tool: Cannot maneuver the ship properly. Due to actively combating increase in momentum, there would be a for example +1000% vertical drag and 500% upwards horizontal drag. Upwards drag so this wouldn't render the drogue chute useless. Cannot be used effectively at close range as you are unable to keep the enemy in your arc or maneuver properly.
Possible additional drawbacks: Damage taken by the hull when the tool is active and the ship is moving / being moved. Damage to balloon and engines was also proposed, if the ship was in motion while the stabilizator was online. To prevent abuse, you could have an internal cooldown to toggling off the mechanic, much like with hydrogen or impact bumpers. Flip the switch on and off, and the ship will spend 5 or so seconds in "stabilization mode", with all the benefits and drawbacks.
Things to consider: This would replace one of the piloting tools for a long range ship with a tool that loses most if not all its benefits at close range. Currently the sniper ships can choose from piloting tools that may benefit them both at long and close ranges. This could be used similarly to moonshine to avoid being knocked off arc when being rammed, but due to the internal cooldown you couldn't "abuse" it as you would be unable to turn to face the enemy that just rammed you in case he wasn't already in your arc.
The tool could possibly stabilize the ship even more quickly if the pilot had kero/moonshine and drogue chute/hydrogen as his other piloting tools. If you didn't need them, and the tool had only the increased horizontal and upwards vertical drags, it could be a viable replacement for kerosene/moonshine on sniper ships and a counter-ramming tool, however the pilot would lose an escape tool if he opted to replace kero/moonshine with this. If you have ever tried to manually stabilize a long-range Mobula without alternate fuel tools after turning it for a few seconds with Phoenix Claw, you know what I'm talking about when I say that long-range captains can greatly benefit from some kind of reduced horizontal drag.
In conclusion: This tool would have the potential of becoming the "go-to" tool for long range ships, much like Kerosene/Moonshine and Phoenix Claw already are for brawling builds. It needs to be efficient enough to warrant a piloting tool slot, but also not too powerful for it to be very useful outside select sniper scenarios.