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)