Wednesday, February 27, 2013

Ancillary Propulsion Systems



Do you love ancillary things on your ship? I know you do.

So now it’s time for another Concept Module. It is called Ancillary Propulsion System.

This idea popped out when I was playing whit EFT, fitting a kiting Tristan. When I came up with an empty High Slot I just asked myself: “What if I could put some Propulsion module here?” Now you’re reading the answer to this question.

The Ancillary Propulsion System (APS) is meant to be a High Slot module and it would have its Small, Medium and Large variations. It would be able to use Cap Booster Charges and make a strong propulsion impulse, allowing the ship to boost its speed instantly, for a short period of time, in order to pull out of Webifier or Warp Scrambler/Disruptor range or charge into battle overcoming great distances, in combination with an Afterburner or MWD of course.

There is a good reason for this module to be a High Slot one. Keeping in mind that a pilot would not want to sacrifice their precious Mid Slots, where they love to put Webs, Scrams/Disruptors and such, and adding the fact that more speed comes at the sacrifice of defense and sometimes damage (turrets or launchers) and it makes perfect sense to have the APS on a High Power Slot. Sounds fair to me.

When active, this module would dramatically increase the ship signature radius. Probably it would also decrease the ship Scan Resolution. Other drawbacks may be discovered in time – like reducing ship shield resistances during activation and some time after the end of its cycle.

This module would not be able to be set on auto repeat.

In combination with a MWD this Ancillary Propulsion System would provide a massive boost to ship velocity, acting pretty much like an alternative to Microjumpdrives, and it is just made for ships smaller than a Battleship, especially Frigates! This is how you would be able to charge into battle with foes that tend to keep distance or just help your friends on the other side of the field, whatever the reason you would have a great advantage and better control in combat situations.

In combination with an Afterburner the APS would be more suitable for evading Webs and getting out of Warp Scrambler or Warp Disruptor range. The presence of an Afterburner would unlock another bonus of the APS – warpout time reduction!

Of course you would be able to get out of Scram range using the APS in combination with a MWD, but if you are webbed at the same time, things might get a little complicated. The APS itself would be resistant to Scramblers… or at least there should be some significant chance to bypass them. :)

This module would have its limited capacity for Cap Booster Charges and would start eating big chunks of the Capacitor when it runs out of charges. It would have a looong reload time. There should also be some cooldown time between each Cap Booster Charge activation.

There should be a good counter for the APS. Neuts. It is afraid of Neuts. They would compromise the Cap Booster Charges inside of it, reducing the speed, cycle time and acceleration bonuses. Dramatically.

There should be a new Skill associated with this module, called Ancillary Propulsion Systems. It would provide bonuses to speed when using the module, as well as longer cycles and shorter warpout time when combining with an Afterburner. Minor APS acceleration bonuses might be possible as well. Or maybe there should be a separate Skill Book for each of these attributes?

At the maximum skill level the Small version of this device would provide up to 7 seconds of speed boost (cycle time) with a single Cap Booster Charge. Medium APS would provide up to 14 seconds of boost, while the Large ones would provide up to 21 seconds boost. Everything is a subject to change of course.

Larger Cap Booster Charges would provide more speed and faster acceleration. This is how you would be able to choose the right size of Charges, depending on your ship type, size and personal flying style.

When combined with an Afterburner, at the highest skill level, this device would provide up to 50% shorter warpout time, however it would require some more Capacitor energy for the warp.

If CCP decide to implement this module, well maybe it would be the beginning of a Bumping Ships Revolution or something… Who knows? :)

Let’s see the module in summary.


  • It would be a High Slot module with its Small, Medium and Large variations.
  • It would use Cap Booster Charges.
  • It would provide a massive speed boost for a short period of time.
  • It would not be able to be set on auto repeat.
  • It would have a limited capacity of Cap Booster Charges and it would consume lots of energy when charges run out. When that happens it would take a long time to reload.
  • After each Cap Booster Charge use, there should be some cooldown time before using the next one.
  • It would dramatically increase the ship Signature Radius and decrease Scan Resolution when active. Probably it would also decrease Shield Resistances while active and some time after the end of its cycle.
  • Energy Neutralizers would dramatically reduce its speed, cycle time and acceleration bonuses.
  • When combined with an Afterburner, it would provide shorter warpout time, but warp would cost more energy.
  • Larger Cap Booster Charges would provide more speed and faster acceleration.
  • It would be resistant to Scramblers… or at least there should be some significant chance to bypass them.


It would be neat if this module could have its variations just like Afterburners and MWDs have their Basic, Limited, Experimental, Tech II and other variations for each of their size.

I really think that having such module would get us out of the comfort zone that has formed with everyone being used to Afterburners and MWDs. It would shake things a bit and… WE WILL HAVE MOAR SPEED! Yeah!

Thank you for reading this. Spread the word and comment if you like it. Suggestions and critiques are welcome.





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