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« on: September 21, 2016, 08:19:49 pm »
So, as you may know already, I think the two huge problems with GOIO are: overworking the engineer and the lack of mechanical depth in general, including loadout choices. So my idea for this issue is: give every clas an additional engineering slot.
This way gunner can take either pipe+buff or spanner+mallet or pipe+extinguisher, either guaranteeing a "free" buff on his gun or making him more effective in repairing (making engineer's life easier). This could be game changing especially on the galleon, possibly allowing 2 gunners on ship.
Engineer gets more boring with meta of span-mal-ext-buff, but we see that in Alliance devs have made 2 (or 3?) additional engineering tools which couldn't possibly compete with spanner or mallet, sometimes they would be able as 3rd engie's choice or taken in place of buff. If engineer have 4 slots and we introduce those new tools to skirmish we have plenty of interesting choices to make.
Captain, as gunner, gets either the capability of buffing the vital component or have more repairing power in case shit really goes down. And if new tools arrive to skirmish both captain and gunner could at least go pipe wrench + one of the new tools. In current condition it's highly unlikely that they would choose anything over a pipe wrench/spanner.
Well, you'll probably say that with 4 slots engineers will become ultimately op, especially given buff superpowers. This is the main issue with this solution and I aknowledge it. But firstly - in this scenario a gunner can take the buffer himself without loss of his repairing capabilities and then this problem of engineers being generally stronger == more useful on the ship is already existing. Also this could be an opportunity for the buffhammer nerf.
Another benefit is that players have more tools to deal with Alliance-level threats without the need for upgrade points.