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.
I forgot this vital piece of info. I will add it.
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.
I forgot this vital piece of info. I will add it.
Name: Spatial scanner
Module type: equipment
Occupancy: 1 CPU slot
Craftable: Yes
Limitations: Yes, makes the activation unavailable if biomorophs/hunters/aliens are present
Mk. versions: Yes: Mk1: maximum distance 2500 m. ; Reveal time: 2 seconds
Mk2: maximum distance +750 m. ; Reveal time: +1 second
Mk3: maximum distance +750 m. ; Reveal time: +1 second
Mk4: maximum distance +500 m. ; Reveal time: +0.5 second
Description:
When activated, it makes the same bubble as engineers do when they activate regenerators but much bigger, so other players can see it. After activation it reveals all containers/minerals/mysterious containers/etc. for 2 seconds for the player even if the containers are behind any objects. After 2 seconds passes, all the conainers will be invisible for the player again. Also reveals Other human players, enemies and mysterious containers by flagging it with purple container symbol.
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”.
this actually gave me an idea of new achievements. “Hacker”-like and so on…
I have a whole separate thread prepared, which deals with the whole concept of Spatial Scanner alone.
However, I would still be meddling with the game’s economy, because I would want to adjust a buyable item to something different than just a visual/working improvement.
Idea is not bad, but that would mean that you use Spatial Scanner as your base component, then you upgrade it. Spatial Scanner is already like Mark V exclusive, that’s why it’s yellow and buyable only.
Unless, if you wanted some additional variant of spatial scanner, which isn’t like a normal one, which can only be bought, but that would defeat the purpose of the main one, since this one is superior.
I would need some feedback from the developers, or Error on this one.
this actually gave me an idea of new achievements. “Hacker”-like and so on…
Achivment named Hacker already excist
Achivment named Hacker already excist
It was just an idea… it can be different. My main point was the achievements… then the name could be… gate breaker? Maybe not…
Warp booby trap.
You can’t run.
Warpgate travel prevention.
Of course, we should create a different thread, if we want to discuss certain achievements.
What about having a third booster slot (like the ones you can spend credits or GS on) for this module? That way you can have it in Open Space without messing with your ships. It would function the same as a regular module/modifier slot, just in the booster section. It would specify that it only applies in Open Space.
Great ideas, by the way. I love the Deep Space Scanner, I immediately thought of Sonar pings.
Having some more craftable ways to interact with Open Space is a neat thought. Gives players more things to do out there, sometimes it feels really boring to sit there and grind foes. You can mess around a lot more with this sort of thing.
*Edit* What are your thoughts on this?
Name: Cargo Transporter
Module type: Booster
Occupancy: Booster (see above)
Craftable: Yes
Limitations: Yes, cannot use pre-existing Cargo Drones in sectors, ship speed is reduced while not on cooldown.
Mk. versions: No.
Abilities: Performs the same effects as a Cargo Drone. Brings all cargo back to the dock with a 10% credit reduction on trophy loot. Cooldown is 180 seconds.
What about having a third booster slot (like the ones you can spend credits or GS on) for this module? That way you can have it in Open Space without messing with your ships. It would function the same as a regular module/modifier slot, just in the booster section. It would specify that it only applies in Open Space.
Great ideas, by the way. I love the Deep Space Scanner, I immediately thought of Sonar pings.
Having some more craftable ways to interact with Open Space is a neat thought. Gives players more things to do out there, sometimes it feels really boring to sit there and grind foes. You can mess around a lot more with this sort of thing.
*Edit* What are your thoughts on this?
- CARGO TRANSPORTER
Name: Cargo Transporter
Module type: Booster
Occupancy: Booster (see above)
Craftable: Yes
Limitations: Yes, cannot use pre-existing Cargo Drones in sectors, ship speed is reduced while not on cooldown.
Mk. versions: No.
Abilities: Performs the same effects as a Cargo Drone. Brings all cargo back to the dock with a 10% credit reduction on trophy loot. Cooldown is 180 seconds.
I understand your idea, but I don’t think that we will get a booster slot just for this. Idea is not bad, but it must be made in such a way that it won’t get abused or that it involves less radical changes.
I thought of the same idea as well, but under different circumstances. I will write about it soon.
I understand your idea, but I don’t think that we will get a booster slot just for this. Idea is not bad, but it must be made in such a way that it won’t get abused or that it involves less radical changes.
I thought of the same idea as well, but under different circumstances. I will write about it soon.
Well it would be like a regular module or modifier, just sitting in a spot that doesn’t mess with your ship’s other stats, and it would only apply in Open Space. It would be crafted/leveled the same way normal stuff is.
Not really sure how freeing up slots on the ship to stay as they are outside Open Space would be so easy to abuse…
I look forward to your post about it, then.
Well it would be like a regular module or modifier, just sitting in a spot that doesn’t mess with your ship’s other stats, and it would only apply in Open Space. It would be crafted/leveled the same way normal stuff is.
Not really sure how freeing up slots on the ship to stay as they are outside Open Space would be so easy to abuse…
I look forward to your post about it, then.
I will consider this.
First suggestion that would need to be added is that we get a 3rd booster choice, which is only entitled for Invasion mode.
If that would be considered, your idea might be easily implemented.
2 new Invasion craftable modules:
CARGO EXTENDER MODULE
Name of the module: Unknown
Type: Equipment
Occupancy: 1 passive HULL slot
Craftable: Yes
Unique: Yes (constantly active on your ship, if equipped)
Limitations: Yes (1 cargo spot for Interceptors, 2 cargo spots for Fighters and 4 cargo spots for Frigates)
Restrictions: No
Description:
This module can be placed only on your hull slot. It provides no additional benefits.
It increases the cargo hold or slots.
There is a limitation. Interceptors only get 1 spot extra, while Fighters get 2 and finally Frigates gets 4.
Premium ship +2 cargo slot bonus stacks with this equipment piece.
You can only equip 1 such equipment part on your ship! if you got more than 1 hull slot, the rest won’t count, even if equipped!
SELF-RECHARGEABLE ENGINE (reverse engineered Biomorph’s engine)
Name of the module: Unknown
Type: Equipment
Occupancy: 1 passive ENGINE slot
Craftable: Yes
Unique: Yes (constantly active on your ship, if equipped)
Limitations: Yes (ship’s general inactivity - inactive modules in movement in general and only one such engine can be equipped)
Recharge time: (1 point of regeneration per every seconds; 0% - 100% = 100 sec)
Penalty: Yes (Energy Cells aren’t compatible with this technology)
Restrictions: Yes (can only be used on T4 and T5 Standard/ Secret Project /Premium ships of all classes )
Description:
This engine still works like any regular engine, when you make a warp jump. You still get 20% reduction in Energy Cell and 25% warp jump requirement. However, after you enter a new sector, it starts recharging itself.
Recharge speed is 1 point of energy per every 5 seconds. To achieve this effect, your ship must be fully stagnant and inactive.
This means that your ship must not move or even rotate. All kinds of module in general must not be deployed or be active. They must be disabled.
This also applies to all special ability modules. If you would get 0% energy points, if you would follow these rules, you would need to wait to get to 100% for 1 minute and 40 seconds.
Unfortunalely, this break in technology no longer uses the same energy source, but some other energy source, which is yet unknown. It was obtained from the Biomorph’s salvaged ship.
We know how to develop one, but currently Energy Cells are completely incompatible.
Only T4 and T5 and Secret Projects ships are advanced enough to use such complex engines.
Only one equipment part can be equipped on the engine slot. The rest won’t count, even if equipped, because they do not stack!
Well it would be like a regular module or modifier, just sitting in a spot that doesn’t mess with your ship’s other stats, and it would only apply in Open Space. It would be crafted/leveled the same way normal stuff is.
Not really sure how freeing up slots on the ship to stay as they are outside Open Space would be so easy to abuse…
I look forward to your post about it, then.
I posted some of mine.
baoh - always so many to read…
this thread is forwarded, lets see when they reply
BOBBY TRAPPED CARGO LOOT also known as ANTI-THEFT SYSTEM
Name of the Module** :** Unknown
Type: Equipment
Occupancy: 1 passive CPU slot
Craftable: Yes
Unique: Yes (always active - can affect multiple enemy targets at once, if necessary)
Limitations: Yes (time limit - detonation time: 10 seconds, works only on criminals or - karma players and when destroyed and revived, because of them, by using Duplicator)
Recharge time: None (no limit on uses)
Penalty: Yes (if your loot explodes, it gets destroyed permanently)
Restrictions: Yes (only works, when your ship has been duplicated - your own green glowing loot only)
Description:
When you have been killed by something or someone, you lose your loot.
If some enemy player collects your own green glowing loot , after you have already been revived or duplicated, the countdown timer will start and it will be shown on the enemy’s screen.
In 10 seconds the target will be instantly destroyed. If the target warps before the countdown is complete, the countdown fails and the enemy has your loot.
Only works on criminals or - karma players. It does not work on orange or blue players. Enemy can still drops your loot. If the loot is dropped, the countdown resets itself and you can collect it later, before it’s gone.
The enemy will be instantly destroyed, if it will not drop your entire loot in less than 10 seconds. All your loot is protected and this system can work against multiple players at once.
baoh - always so many to read…
this thread is forwarded, lets see when they reply
This thread is very popular and it has so many suggestions.
We need something like this.
I think that I may create another thread, but the only purpose of that thread will be not a discussion, but simple workings of the module.
This means that I will transfer the modules and unify all of them into a single thread with a few new modifications.
As you can see, the list of Invasion modules is quite long.
Well it seems like some ideas were implemented in a way - system hack and holoships Not sure if system hack works on turrets though