craftable invasion modules (with special properties only)

I have come up with some ideas, on how to add some craftable equipment or modules, which don’t affect any statistics on the ship.

All the modules are craftable in the workshop. I will leave crafting requirements to the developers alone.

It’s safe to assume, that the use of monocrystals will be required. Other details, not mentioned to the developers here, I will leave that to you, developers.

 

 

10 new invasion equipment/module variants.

2 of them are marked as obsolete, but you can still see them.

 

 

  • CARGO SCANNER

 

Name of the module : Unknown

Type : equipment

Occupancy : 1 CPU slot

Craftable : yes

Drawback : more visible under cloak by Tacklers (visibility of the scanning beam is increased by 50%)

Penalty : yes  (if you scan any player with this module, you get an aggressor status for 30 seconds)

Optional drawback : (Tackler can’t use cargo scanner under cloak)

 

Description :

You need to approach any locked AI/human target within 2000 meters of radius, then you need to scan it for 2-3 seconds, while still remaining within this radius with the target.

After the scan is successfully completed, all the cargo contents, if any, are revealed. It’s basically a spy module, which can detect and identify the contents of all and any cargo.

Tacklers can use this module under cloak, but the scanning beam is clearly more visible, so you can notice that you have been scanned by one.

You get status of an aggressor for 30 seconds, if you do this. Tackler may not be able to scan the target under cloak (optional).

 

 

  • THE DEEP SCAN SENSOR

 

Name of the module : Unknown

Type : equipment

Occupancy : 1 CPU slot

Craftable : yes

Drawback : avoid using it, when alien ships/Biomorphs/human players are present in the same sector (T4/T5 ships only) see Warning section

 

Description :

The Deep Scan sensor needs 5 seconds to fully initialize and after that, it releases a ping like sound, a signal, which almost instantly reveals and identifies any/all loot inside of containers in a 360 degree radius within 5000 meters of range.

Only mysterious containers are excluded and they remain invisible/cloaked. The rest is shown.

To avoid any misunderstanding, it identifies container’s loot, without the need to pick it up first to identify it.

If a container is within that range, you can decide, if the container is worth picking up or not.

 

Example: Container - Crystal shard

 

Warning : Aliens/Biomorphs/human pilots will immediately detect your signal, even if it is outside of your/their radius and they will divert course to your last known location, to investigate.

                Human players will only detect your signal on their minimap, if they have T4 or T5 ships.

               

 

 

  • FORGED IDENTITY

 

Name of the module : Unknown

Type : active module

Occupancy : 1 active module slot

Craftable : yes

Unique : yes (it can deceive military police, if it was activated, before the warp jump, but only in case of criminal status)

Drawback : (aggressor status renders it ineffective)

Limited duration : yes (75 seconds)

 

Description :

Whenever this module is active, it transmits “friendly signatures”, which makes Cybers, Pirates, Cartel and all the other enemies neutral towards you, but only, if you do not open fire with your weapons/missiles.

However, whenever you attack some of them, you remain hostile immediately, until you re-dock. Pirates will NOT help you in a fight against other human players, if you get attacked or if you attack it.

Biomorphs can still attack you, regardless of your false identity. Pirate/Cyber/Cartel stations will also be neutral to you.

If you have a criminal status, you can use this module to your advantage, but not after you have been already identified by Military Police. You need to leave the area/sector and activate the module, before re-entering through warp gates again. You will not lose the element of surprise or your disguise, if you do. However, if you engage Military Police, then the advantage is lost and your criminal status resets to 300 seconds. Aggressor status, before or after, nullifies this module. Cooldown time for this module is 3 minutes.

You can dock under criminal status with this module equipped and active with no penalties.

 

 

  • FORGED IDENTITY 2 "marked as obsolete"

Name of the module : Unknown

Type : active module

Occupancy : 1 active module slot

Craftable : yes

 

Optional:

Special conditions : Only works, if you have Invasion skin appearance (you bought it during the open beta) equipped on your ship and the module as well.

 

Description :

Whenever this module is active, it transmits “friendly signatures”, which means that Biomorphs act as your allies, if they are present in your vicinity and if you are attacked by any human player or AI operated bot, like Cybers, Pirates, Cartel, etc. If you attack the Biomorphs, they will open fire on you.

 

  • HACK MODULE (can hack any turrets and/or rocket launchers) "marked as obsolete"

Name of the module : Unknown

Type : active module

Occupancy : 1 active module slot

Craftable : yes

 

Description :

You can temporarily take control of the enemy rockets and turrets on Cartel/Cyber/Pirate station within 3500, but not less meters of the object.

Duration of this effect lasts for 1 minute, or until the weapon is destroyed.

Once control is gained, you can don’t have to remain within 3500 meters any longer. Control is gained almost instantly. All you need to do is to target each rocket launcher and/or turret, before it spots you and starts to fire. If you’re too close and the turrets already locked on you, the effect of this module will be wasted, until you re-enter the same sector, since the station got immune to your hacking attempt.

 

  • WARP-GATE DISTORSION FIELD

 

Name of the module : Unknown

Type : active module

Occupancy : 1 active module slot

Craftable : yes

optional : deployable variant with some alterations (see below)

 

Description :

You prevent any locked human target to use the warp-gate for exactly 90 seconds. Maximum range of this module is 5000 meters. If you get further than that, the effect is lost.

You can only correct this by killing an opponent, which used this module on you, or until you break free from the line of sight and break the link with it by an obstacle.

 

Optional : There could be another option. A deployable variant, but in such case durability points would need to be determined and adjusted. Good example is Micro-locator.

                 In such case, range would have to be decreased to 1 km (1000 m), since the module could be hidden behind the warp-gate and it would not be detected, but it would still affect enemy ships.

                 Enemy pirate transports would not be able to warp as well and they would be stopped. They could be excluded from this and this maybe should only affect human players.

                 Low durability and relatively big size (hit-box), similar to a warp bomb object would be a downside to compensate for the strength of this module.

                 Active time of this object would then be 5 minutes instead of 1 minute and a half (90 seconds). It only works on criminals and not on neutral targets.

 

Exceptions :

Combat Reboot module on the Gunship can immediately counter this as well as any ECM, or Tackler, if it cloaks. EM Scattering Field and IR Pulsar is another example.

 

 

  • DISTRESS CALL “still open for debate, unclear” See my reply on FunkyDonut’s post below.

 

Name of the module : Unknown

Type : active module

Occupancy : 1 active module slot

Craftable : yes

Limitations : yes (only works in danger sectors 7-10)

                    Unknown Space - renders this module useless

 

Optional: Affected by karma and faction’s territory

Special conditions : -1, +1 to -5, +5

 

Example : +5 karma in Federation space gives you the Federation police squad of T5 tier. Details and strength of the ships needs to be discussed.

                 Strength of the squad depends on your karma levels. Further details needs to be discussed as well.

                 -5 karma in Empire space gives you Empire Pirate (random) ships of T5 tier. They help you for 90 seconds, before they warp away or get destroyed. Cooldown for this module is 3 minutes.

                 Number of ships needs to be discussed, but I am thinking about 4-5 ships max. If you fire on your backup, they will open fire on your and become hostile.

                 There are 2 important limitations you need to be aware off.

                 Remember, you will ONLY get to select/activate DISTRESS CALL for aid in ANY dangerous sector, which have rank 7-10. Alien sectors, such as Unknown Space, DO NOT count.

 

Description :

When ship’s active module is activated, you need to wait for 10 seconds for a ship to arrive in your sector. Ship arrives within 1,0 km away from you, from behind.

If there will be more ships, they will be in a formation of 4-5 ships. Tier of the ship matches the reinforcement’s tier as well.

 

 

  • IMITATOR / ILLUSIONIST

 

Name of the module : Unknown

Type : active module

Ocuppanc y: 1 active module slot

Craftable : yes

Class specific : yes (Tackler only)

 

Description :

Creates a copy of your ship for 60 seconds. It only works on Tacklers. It’s especially useful, if you deploy it after the cloaking.

An illusion does no damage, but it can distract the enemy. When the illusion gets destroyed or expires, the cooldown of 2 minutes is initiated.

It never fires any weapons, missiles or deploys any modules. It is meant to confuse or deceive the enemy.

 

 

  • ARTEFACT/IRIDIUM TRANSMUTATION / CONVERTER DEVICE (only works on alien loot in your inventory/cargo slots)

 

Name of the module : Unknown

Type : Equipment

Occupancy : 1 CPU slot

Craftable : yes

Drawback : expensive module (very high cost)

Penalty : yes (this module cannot be combined with Alien Warp/Rift Signature Stabilizer)

 

Description :

Loot that aliens drop (alien carapace, alien bio-wiring, damaged alien generator, alien warp-scanner, alien jump catalyst, alien bio-locator) gets converted, based on their credit value into artefacts.

ONLY applies for the loot, based on alien technology. This module requires more resources to build and it is most expensive in the game to build. You need to use it, after you collect alien cargo.

 

                                                   alien carapace           (56800 credits) -                      20 artefacts/iridium

                                                   alien bio-wiring           (85400 credits) -                      40 artefacts/iridium

                                “damaged” alien generator         (165600 credits) -                      60 artefacts/iridium

                                                   alien warp-scanner  (240300 credits) -                      80 artefacts/iridium

                                                   alien jump catalyst   (360700 credits) -                    100 artefacts/iridium

                                                   alien bio-locator       (489900 credits) -                    150 artefacts/iridium

 

ALL aliens/Biomorphs drop alien-tech loot, without any exception.

Those ships are: Infected ships, Hunters, Predators

 

 

  • ALIEN WARP/RIFT SIGNATURE STABILIZER

 

Name of the module : Unknown

Type : Equipment

Occupancy : 1 passive CPU slot

Craftable : yes

Penalty : yes (you cannot combine this module with Artifact/Iridium Converter/Transmutation device)

                     (you must position yourself closer than 300 meters to anomaly so that the module can be activated)

 

Description :

Enables you to travel through alien portals to their space, when they are still active. Only a ship who has one, can travel through an alien portal.

If all ships have one and they travel through it, in a squad or a wing, they will all be in Unknown space.

You need to position on the exact spot within less than 300 meters and then activate the module. Activation of the module takes 2 seconds. No other penalties, besides those mentioned, are added.

 

 

  • BIOMORPH STRUCTUAL WEAKNESS SCAN** NER **** (only works against aliens)**

 

Name of the module : Unknown

Type : Equipment

Occupancy : 1 CPU slot

Craftable : yes

Unique : yes

Requirement : Needs to be equipped on a CPU slot only.

 

Description :

This special scanner only works for all types of alien’s ships in Invasion.

It decreases hull and shield resistance in general (thermal/EM/kinetic) for 10-25 points each. 25 pts. of resistance debuff would be much appreciated.

It only works on aliens/Biomorphs. It has no effects on any other type of bot or human player.

 

 

  • ALIEN HOLOGRAPHIC PROJECTOR (alien ship - Hunter ship appearance only)

 

Name of the module : Unknown

Type : equipment slot

Occupancy : 1 passive HULL slot

Craftable : yes

Unique : yes      (constantly active on your hull slot - requires no activation)

Drawback : yes (gets cancelled, if you opened fire - you need to re-enter the sector again) - this could be optional

                          (increased energy/fuel consumption by 25%)

Requirements/limitations : works only on a frigate of Secret Project ship

Optional limitation/penalty : firing is forbidden (weapons/missiles/modules)

 

Description :

When you activate this module, it continuously slowly drains the energy, but it can be maintained. The active module holographically alters your ship’s apperance. Aliens do not recognize you as a threat, but only if you stay away from them for more than 2500 meters. If they get too close, they immediately attack you.

If you use any kind of module or start firing your weapons or missiles, your holographic projection disguise is lost. This is also optional now. Maybe you could still use your ship normally.

This module works only on Secret Project frigate ships and it is always active. It’s only interrupted, if you open fire. You also more rapidly use energy/fuel reserves (+25% consumption).

If this happens, you need to re-enter the sector the re-establish your disguise.

It’s mostly useful, when aliens arrive and as a result, some players may stay away from you.

However, some players they may notice the difference in speed and behavior and they may assume, that you’re not really a Hunter.

 

 

Planned: 10 of 10

2 were excluded (marked as obsolete)

GENERAL STATUS: COMPLETED

 

 

 

With respect,  Koromac

 

 

Reason for edit: I have corrected some issues and added some additional balancing features.

                          I added a vote poll, since many people requested it.

Last edited: 25th of March, 07:25 PM (UTC/GMT +1)

Cargo scanner - I don’t see much use. You might as well pick up the object directly and drop if not wanted, as this will save time.

Deep scan sensor - very nice

Forged identity - very nice

Forged identity 2 - It would be too strong to have biomorphs as allies. Also, as a pilot that did not buy the biomorph skin back then, I would be very annoyed if such a module that I could not buy got into the game. I would shout and call it pay to win…

Hacker module - More details required. What do you mean by “take control”? What happens with your ship in the meantime?

Distortion field module - Far too strong. Could be used very effectively by gate-campers, which is not pleasant for the large part of the community. I can’t think of any way to balance such a module.

Honestly, I feel like the “deep scan sensor” functionality ought to be included in the spatial scanner, but whatever. I only spent $10 on one, after all…

 

Forged Identity seems like a really great module. Should it include police? If so, should it include when you have criminal status and/or when you have negative karma? Probably ought to figure that out.

I agree with the suggestions there very good, the only thing I would have to say, is that the scanner must not function while using cloak on a tackler because that would make any tackler just cloak behind anyone and scan them with out them knowing it, with any toher ship you have the chnace to stay outside of the 2000 meter radius, or go for battle if you know that they have scanned you.

 

love the suggestions but recommend the scanner not to function while cloaked

good ideas - forwarded to the Devs

good ideas - forwarded to the Devs

 

I have upgraded the topic and added more equipment/module variants.

 

Thank you, gekaler.

holy crap Koro, you added a lot more of great ideas, I like them

holy crap Koro, you added a lot more of great ideas, I like them

 

Thank you.

I further improved my existing version to prevent some abuses.

You should re-check the whole topic again.

@millanbel: Did you read the description of the cargo scanner? I think you misunderstood. It’s not for cargo, which is lying around in space. The scanner is used to scan the cargo of other ships.

 

 

Hi Koromac, there are some really nice ideas. Here are my thoughts about some of them:

  • The cargoscanner:
    • The idea is nice. However, 5 seconds is far too long to scan an ennemy ship. If it takes this long, you will only be able to scan frigates, or slow fighter ships. You will not be able to scan interceptors. So perhaps shorten the scan period.
    • Besides, I think that if you scan the ship of another player, it is an openly hostile act. Why else would you try to scan the cargo of another player if not to attack him in the case of something valuable aboard. So I would propose to give the person who uses the scanner at least ‘aggressor’-status.
  • The Deep Scan Sensor:
    • This can save a lot of trouble and seems very useful. I would suggest that this ping, however, can not only be registered by biomorphs, but also by other players in the sector on the radar. Since we all fly modern ships with high end technology, we should be able to hear or at least see the signal on the radar so that we know there is a player who used this module. I mean, if you send a ping into open space, it is like with a submarine in the Ocean. Every sonar/radar can catch it.
  • Forged Identity:
    • Also a very nice idea, but perhaps too strong of a module. First, I’d suggest to remove the aspect of pirates helping you in battle. If they are neutral towards you, does not mean they are your friends. They don’t attack you, okay - but they should not specifically come to your rescue, if you are attacked.
    • What about a time-limit once the module is activated? It should not last too long. Maximum 60 seconds or so.
  • Forged Identity 2:
    • I don’t think that this module is a good idea. Biomorphs don’t reason with anyone and should not be allied with any human player. Also, this module is a clear disadvantage for any player who was not in the open beta. So I think we shouldn’t introduce any more content, which cannot be accessed directly by all players. The open beta is finished.
  • Hack Module:
    • I don’t know if this is useful. Do you actually approach turrets and the like on purpose? I usually avoid them and I think most players know how to evade, if a turret is firing at you. Since this module takes up an active module slot, I think its efficiency/use potential is very limited.
  • Warp Gate Distorsion Field
    • Very nice idea. I like it, since it could be employed by tactical pvp-oriented squads in the pvp sectors.
  • Distress Call
    • This somehow reminds me of Eve Online. I don’t know why :wink:
    • I think, with regard to the new lore we got in the developer blog, would be irrational. Since we know that the mercanary corporations are the new power or force in the fringe sectors, I don’t think one of the three major factions would actually send their patrols out into the danger sectors. They already have problems protecting the neighbouring zones to the main station itself. We also know that their ressources are limited and their technology is behind that of the mercenaries, who employ alien technology, etc.
    • So I think this module would not fit in the game from the point of view of the story.
  • Imitator/Illusionist
    • No comment so far. Not enough information.
    • I could imagine that this module would be useful on the Tackler. The moment he goes invisible, the illusion is created, flying into another direction. This works like the old Phantom Lancer illusion of Dota2 :wink:
  • Aretfact/Iridium converter
    • Sounds interesting, since you don’t get as many artefacts in Invasion as in normal PvP. However, we mustn’t forget that Star Conflict, before everything else, is a PvP-game!
  • Alien Warp/Rift Signature Stabilizer
    • Now, I have a problem with this module. That is possible abuse. If you form a wing and everyone on the wing has this module and the one just before (the converter), this would allow for massive artefact farming in the Alien World. This surely is not intended. Artefacts still are more or less rare and should not be farmed like this.
    • So you should decide between these modules. It should not be possible to equip them both.
  • Biomorph Structural Weakness Scanner
    • Nie idea, I like it. Sounds really useful, especially when you’re alone in space and meet a group of biomorphs, it could make the difference.
  • Alien Holographic Projector
    • Also, a nice idea. But I think that the usefulness is limited and for this module to take up an active slot in exchange… that hurts too much I think.

 

Well, that’s it. I hope I could help you,…

 

Hi Koromac, there are some really nice ideas. Here are my thoughts about some of them:

  • The cargoscanner:
  • The idea is nice. However, 5 seconds is far too long to scan an ennemy ship. If it takes this long, you will only be able to scan frigates, or slow fighter ships. You will not be able to scan interceptors. So perhaps shorten the scan period.
  • Besides, I think that if you scan the ship of another player, it is an openly hostile act. Why else would you try to scan the cargo of another player if not to attack him in the case of something valuable aboard. So I would propose to give the person who uses the scanner at least ‘aggressor’-status.
  • The Deep Scan Sensor:
  • This can save a lot of trouble and seems very useful. I would suggest that this ping, however, can not only be registered by biomorphs, but also by other players in the sector on the radar. Since we all fly modern ships with high end technology, we should be able to hear or at least see the signal on the radar so that we know there is a player who used this module. I mean, if you send a ping into open space, it is like with a submarine in the Ocean. Every sonar/radar can catch it.
  • Forged Identity:
  • Also a very nice idea, but perhaps too strong of a module. First, I’d suggest to remove the aspect of pirates helping you in battle. If they are neutral towards you, does not mean they are your friends. They don’t attack you, okay - but they should not specifically come to your rescue, if you are attacked.
  • What about a time-limit once the module is activated? It should not last too long. Maximum 60 seconds or so.
  • Forged Identity 2:
  • I don’t think that this module is a good idea. Biomorphs don’t reason with anyone and should not be allied with any human player. Also, this module is a clear disadvantage for any player who was not in the open beta. So I think we shouldn’t introduce any more content, which cannot be accessed directly by all players. The open beta is finished.
  • Hack Module:
  • I don’t know if this is useful. Do you actually approach turrets and the like on purpose? I usually avoid them and I think most players know how to evade, if a turret is firing at you. Since this module takes up an active module slot, I think its efficiency/use potential is very limited.
  • Warp Gate Distorsion Field
  • Very nice idea. I like it, since it could be employed by tactical pvp-oriented squads in the pvp sectors.
  • Distress Call
  • This somehow reminds me of Eve Online. I don’t know why :wink:
  • I think, with regard to the new lore we got in the developer blog, would be irrational. Since we know that the mercanary corporations are the new power or force in the fringe sectors, I don’t think one of the three major factions would actually send their patrols out into the danger sectors. They already have problems protecting the neighbouring zones to the main station itself. We also know that their ressources are limited and their technology is behind that of the mercenaries, who employ alien technology, etc.
  • So I think this module would not fit in the game from the point of view of the story.
  • Imitator/Illusionist
  • No comment so far. Not enough information.
  • I could imagine that this module would be useful on the Tackler. The moment he goes invisible, the illusion is created, flying into another direction. This works like the old Phantom Lancer illusion of Dota2 :wink:
  • Aretfact/Iridium converter
  • Sounds interesting, since you don’t get as many artefacts in Invasion as in normal PvP. However, we mustn’t forget that Star Conflict, before everything else, is a PvP-game!
  • Alien Warp/Rift Signature Stabilizer
  • Now, I have a problem with this module. That is possible abuse. If you form a wing and everyone on the wing has this module and the one just before (the converter), this would allow for massive artefact farming in the Alien World. This surely is not intended. Artefacts still are more or less rare and should not be farmed like this.
  • So you should decide between these modules. It should not be possible to equip them both.
  • Biomorph Structural Weakness Scanner
  • Nie idea, I like it. Sounds really useful, especially when you’re alone in space and meet a group of biomorphs, it could make the difference.
  • Alien Holographic Projector
  • Also, a nice idea. But I think that the usefulness is limited and for this module to take up an active slot in exchange… that hurts too much I think.

 

Well, that’s it. I hope I could help you,…

 

I have been thinking about the same issues you just exposed.

To be frank, I knew that some of them will need to be adjusted accordingly, even if I added more info and rectified some of them.

Your points are valid and really helpful, since now the modules will not be too overpowered, or lacking in strength.

 

I have excluded Forged Identity 2 and Hack Module by adding “absolete” tag to it.

Developers should see the idea, but now I will only consider 10 invasion modules, not 12.

 

Cargo Scanner : Yes, I was not sure about the  scanning duration as well. 3 seconds would be fine.

                            Adding an aggressor status , if someone is being scanned, would also be a nice feature.

                            I will add optional drawback : Tacklers cannot scan any ship, while being under cloak.

 

The Deep Scan Sensor: Will be adjusted, so that the players can see the ping on the map as well.

 

Forged Identity: Pirates will not help you, but they will remain neutral to you for a period of 75 seconds.

 

Forged Identity 2: Marked as obsolete.

 

Hack module: Marked as obsolete.

 

Warp Gate Distorsion Field: I agree. I think that there is no need for any further balance. Maybe only explanation, if it’s needed.

 

Distress Call: Well, we could perhaps adjust the description, or even better, but this would require more coding work. We can change, how it works.

                        What if the Distress Call gives you the option that your squad/wing can come to your aid, especially, if they are in the same space (Empire/Federation/Jericho)

                        You would get a notification for a distress call and when you would warp by using the warp gate, you would skip the distance needed to travel to such sector.

                        If you accept, all you would have to do is to use the warp gate, but then you would arrive in the sector your friend is in, effectively skipping the gap between the sectors.

                        However, this creates additional problems and it conflicts with logic. I need additional help with this one. Questionable.

 

Imitator/Illusionist: Yes, this module could be only Tackler exclusive , to avoid massive abuse. I will add more info to be more clear with the description and it’s features.

 

Iridium/Artifact converter/transmutation device: I am aware of this possible abuse, that’s why only the people, who have it equipped can use it and convert/transmutate alien technology.

                                                                                    I also wish to tell you that I have the same opinion about this.

                                                                                    You cannot equip both invasion modules (Iridium/Artifact converter/transmutation device and alien warp/rift signature analyzer at the same time).

                                                                                    I also wish to correct you on this. PVP-Skirmish matches are no longer the main idea of the developers.

                                                                                    They even changed the title of Star Conflict to Star Conflict - Invasion.

 

Biomorph/Structual Weakness Scanner:               I agree. This is the only known offensive module. I hope that we would get 25 points of resistance taken from aliens.

 

Alien Holographic Projector:                                   This module is meant to deceive low level human players, especially if aliens are currently present in a sector. I may adjust this module, since I agree that it’s not that

                                                                                   useful, but it is sought by many players and I am sure that most of them would agree, just to have in the game, especially TheDarkRedFox.

                                                                                   I may put this module on a hull slot instead. I may also remove firing prohibition and add some other form of penalty.

                                                                                   It would be the only module, which would require 1 hull slot on a frigate of Secret Project.

 

Your ideas were very helpful, especially because of balancing issues.

 

 

Thank you, FunkyDonut.

You’re welcome, Koromac.

 

The Distress Call will create problems in the game mechanic, I think. The number of players in the same sector in Invasion is limited - at least I think that’s the case. So if you use that active module and allied players from other sectors try to warp there, it might not work if the sector is already full. So this module seems difficult to realise from the technical point of view. But I am no expert, so perhaps there is a solution.

You’re welcome, Koromac.

 

The Distress Call will create problems in the game mechanic, I think. The number of players in the same sector in Invasion is limited - at least I think that’s the case. So if you use that active module and allied players from other sectors try to warp there, it might not work if the sector is already full. So this module seems difficult to realise from the technical point of view. But I am no expert, so perhaps there is a solution.

 

I hope there is one.

Its just my opinion what I think about those modules

  • CARGO SCANNER

should scan cargo in all ships within range 2000m

available for all ship role.

  • THE DEEP SCAN SENSOR

Spatial scanner can be improve with custom/more color code for different types of containers.

Or upgrade spatial scanner to a next mk level scanner with cost of GS or Materials.

And also it should show whats in the container when you come closer to 500m

  • FORGED IDENTITY

This can be interesting

  • FORGED IDENTITY 2 "marked as obsolete"

There should not be any special treatment for those who got a limited sale paint. Its just a paint. And it’ll create endless complaints from those dont have the paint.

In this game Aliens are not friend so there will be no help from them.

  • HACK MODULE

If the Dreadnought will have turret then enemy hack its turrets & kill its owner ?

Does there any penalties that it’ll paralyse your ship for 60 seconds ?

  • WARP-GATE DISTORSION FIELD

This can be abuse. This could use on one gate at a time in a particular map tho.

  • DISTRESS CALL

Karma points has no value in this game and High amount of karma can be farming in unfair ways which give no benefits. Now its no matter how you get karma. So there should not be a benefits for High level of Karma.

Though this modules sounds interesting and could have bee most popular among weak players & those like farming in invasion +1

  • IMITATOR / ILLUSIONIST

Nice module and a next level battle tactics +1

But Micro locator/spy drone make you visible in range.

Also if you take damage then the module will get disable.

  • ARTIFACT/IRIDIUM TRANSMUTATION / CONVERTER DEVICE

I don’t think it’ll be better for game to get artifacts exchange of credits.

Artifact is most valuable so should not possible to obtained with credits. NO

  • ALIEN WARP/RIFT SIGNATURE STABILIZER

LOL I went to alien portal in beta stage to check if I could jump  :01414:

  • BIOMORPH STRUCTUAL WEAKNESS SCANNER (only works against aliens)

This can be use in special operation pve ??

  • ALIEN HOLOGRAPHIC PROJECTOR (alien ship - Hunter ship appearance only)

may be its a life saver for slow fat Frigates :stuck_out_tongue:

 

Nice ideas Koro!

All suggestions are always welcome, so never stop posting them, who knows which one will get picked by Devs  :005j:

 

Its just my opinion what I think about those modules

  • CARGO SCANNER

should scan cargo in all ships within range 2000m

available for all ship role.

  • THE DEEP SCAN SENSOR

Spatial scanner can be improve with custom/more color code for different types of containers.

Or upgrade spatial scanner to a next mk level scanner with cost of GS or Materials.

And also it should show whats in the container when you come closer to 500m

  • FORGED IDENTITY

This can be interesting

  • FORGED IDENTITY 2 "marked as obsolete"

There should not be any special treatment for those who got a limited sale paint. Its just a paint. And it’ll create endless complaints from those dont have the paint.

In this game Aliens are not friend so there will be no help from them.

  • HACK MODULE

If the Dreadnought will have turret then enemy hack its turrets & kill its owner ?

Does there any penalties that it’ll paralyse your ship for 60 seconds ?

  • WARP-GATE DISTORSION FIELD

This can be abuse. This could use on one gate at a time in a particular map tho.

  • DISTRESS CALL

Karma points has no value in this game and High amount of karma can be farming in unfair ways which give no benefits. Now its no matter how you get karma. So there should not be a benefits for High level of Karma.

Though this modules sounds interesting and could have bee most popular among weak players & those like farming in invasion +1

  • IMITATOR / ILLUSIONIST

Nice module and a next level battle tactics +1

But Micro locator/spy drone make you visible in range.

Also if you take damage then the module will get disable.

  • ARTIFACT/IRIDIUM TRANSMUTATION / CONVERTER DEVICE

I don’t think it’ll be better for game to get artifacts exchange of credits.

Artifact is most valuable so should not possible to obtained with credits. NO

  • ALIEN WARP/RIFT SIGNATURE STABILIZER

LOL I went to alien portal in beta stage to check if I could jump  :01414:

  • BIOMORPH STRUCTUAL WEAKNESS SCANNER (only works against aliens)

This can be use in special operation pve ??

  • ALIEN HOLOGRAPHIC PROJECTOR (alien ship - Hunter ship appearance only)

may be its a life saver for slow fat Frigates :stuck_out_tongue:

 

Nice ideas Koro!

All suggestions are always welcome, so never stop posting them, who knows which one will get picked by Devs  :005j:

 

 

CARGO SCANNER

 

Isn’t it obvious? All ships can have it.

 

 

THE DEEP SCAN SENSOR

 

Well, they won’t combine this, but they could have done that before.

I think Spatial Scanner won’t change. It would be nice, if you could craft one.

 

 

HACK MODULE

 

No, your ship don’t suffer any penalties at all.

Duration lasts for 1 minute and it’s not permanent.

 

 

WARP-GATE DISTORSION FIELD

 

I don’t think it can really get so easily abused, since you can outsmart your enemy.

It’s harder on frigates, but that would require that enemy would be within line of sight and distance as well.

Range can get adjusted accordingly.

 

 

IMMITATOR/ILLUSIONIST

 

Well, I am aware of the recons, but the illusion would still exist.

Enemy would have no idea, which illusion is the real one, unless if he saw that the projection emerged from your ship.

Maybe it should cloak, when you engage cloak as well, so that the only module which can be used by tackler is a cloak module.

 

 

ARTIFACT/IRIDIUM TRANSMUTATION/CONVERTER DEVICE (very high cost)

 

You misunderstood. You need to kill infected ships - aliens in general, to get what you want.

You don’t convert any credit loot into artifacts.

You only convert alien components (already listed above), based on their credit value into artifacts.

This is the most expensive module and it should be good. It should exist.

 

 

BIOMORPH STRUCTUAL WEAKNESS SCANNER

 

It only affects Invasion mode.

However, it could also have the same effect in Special Ops scenario.

Effects do not stack, if you got multiple targets lock on one target in this case.

Defiler is immune to this effect, of course.

THEFT PREVENTION DEVICE/MODULE:

 

Module name: Punisher :wink:

 

So far, it’s Unknown.

 

Okay, someone should fill this instead of me.

Please, be precise and detailed like I was.

 

Invent the module based on my idea above.

 

 

  • WARP-GATE DISTORSION FIELD

 

Name of the module : Unknown

Type : active module

Occupancy : 1 active module slot

Craftable : yes

 

Description :

You prevent any locked human target to use the warp-gate for exactly 90 seconds. Maximum range of this module is 5000 meters. If you get further than that, the effect is lost.

You can only correct this by killing an opponent, which used this module on you, or until you break free from the line of sight and break the link with it by an obstacle.

 

Exceptions :

Combat Reboot module on the Gunship can immediately counter this as well as any ECM, or Tackler, if it cloaks. EM Scattering Field and IR Pulsar is another example.

 

Suggestion:

Make it being a solid module that can be deployed. It would be as big as the micro-locator. It would have to be dropped within 900 meters from a jump gate. The module prevents anyone jumping from the sector for 5 minutes. Once the module is destroyed, the effect of preventing players from jumping is lost. Once the module is activated, the blue aura/stuff in the gate is removed and it will look like the ones that lead to nowhere (like the ones in gas harvest) and a text will appear: “Jumping is temporary unavailable. The gate has been hacked”.

Suggestion:

Make it being a solid module that can be dropped. It would be as big as the micro-locator. It would have to be dropped within 900 meters from a jump gate. The module prevents anyone jumping from the sector for 5 minutes. Once the module is destroyed, the effect of preventing players from jumping is lost. Once the module is activated, the blue aura/stuff in the gate is removed and it will look like the ones that lead to nowhere (like the ones in gas harvest) and a text will appear: “Jumping is temporary unavalible. The gate has been hacked”.

 

Well, this could be done as well.

Good idea.

 

I have updated my original post.

Now it is finalised.

THEFT PREVENTION DEVICE/MODULE:

 

Module name: Punisher :wink:

 

So far, it’s Unknown.

 

Okay, someone should fill this instead of me.

Please, be precise and detailed like I was.

 

Invent the module based on my idea above.

 

Suggestion:

THEFT PREVENTION MODULE

 

Name:  Punisher

Module type:  equipment

Occupancy: 1 CPU slot

Craftable: Yes

 

Description:

This module passively installs a virus which affects the agressors ship after the ship of victim was destroyed and the equipment looted by disabling all ship systems, active modules, weapons and afterburners. Also makes the ship 200% slower. If the stolen cargo is dropped out of the agressors ship, the effect is lost. If the killer loots the cargo again, the virus turns on again. The virus should be strong enough to let the victim revenge himself, or/and to don’t let the killer escape with the cargo. This module is unfortunately really expensive, so there will still be some point of killing players in invasion.

Suggestion:

THEFT PREVENTION MODULE

 

Name:  Punisher

Module type:  equipment

Occupancy: 1 CPU slot

Craftable: Yes

 

Description:

This module passively installs a virus which affects the agressors ship after the ship of victim by disabling all ship systems, active modules, weapons and afterburners. Also makes the ship 200% slower. If the stolen cargo is dropped out of the agressors ship, the effect is lost. If the killer loots the cargo again, the virus turns on again. The virus should be strong enough to let the victim revenge himself, or/and to don’t let the killer escape with the cargo. This module is unfortunately really expensive, so there will still be some point of killing players in invasion.

 

I had very similar ideas.

 

I will refine your idea into a final form and I may add this one as 11th. :wink:

 

 

You prevent any locked human target to use the warp-gate for exactly 90 seconds.

for the deployable variant the prevention time should be increased, since you can destroy the module in a second. Therefore I though of 5 minutes.