PREMIUM PIRATE DESTROYER
This is a modified version of my tactical class heavy destroyer concept. I added a few modules that would serve well any pirate destroyer pilot in their pirating. I did not look around but there may be similar module concepts on forum already.
SHIP CLASSIFICATION
Ship type: Destroyer (Heavy)
Ship role: Pirate (Modified Tactical Class)
GENERAL DESCRIPTION
The Tactical destroyer class is meant to provide a suitable ship for managing different operations effectively in open space and in other game modes with both solo and team play style. Besides the already existing destroyer modules, this class uses a wide range of specialized offensive and defensive modules.
VISUALS & DESIGN
Improved Engine System:
Ship design includes thrusters pointing towards the front and are used for breaking and reverse movement. As a „side” effect, the destroyer has slowing and reverse speed higher than for previous destroyer models. (Note: Design supports the Interstellar Drive Generator modifier concept (presented below) as well.)
PASSIVE MODULES
- Plasma Insulation
Name: PLASMA INSULATION
Type: Hull modifier
Group: Multipurpose modules
Ship type: Destroyer (All Classes)
Prevents Plasma Arc and ’Sting’ modules cut through the hull and damaging multiple modules at the same time. Only modules on the same side (top, bottom, broadsides, or the back with the engine) of the destroyer can be damaged at a time. Plasma insulation also increases hull resistance to EM damage.
- Sector Scanner
Name: SECTOR SCANNER
Type: CPU modifier (for all game modes)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 2000 en.
Range: 7000 meters (Inactive mode), „Unlimited” (Active mode)
Active time: Unlimited until deactivation
Recharge: 90 seconds from deactivation
Improved scanner based on previous models. Upon activation it emits a powerful EM signal that allows the scanner to detect every object (exceptions are mysterious containers and ships that use any kind of cloaking systems) in an entire sector (in all game modes). Uses 2000 units of energy once for each activation. When the scanner is active every object visible (only objects that a player can interact with) gets their outlines displayed (similarly to the already existing ship outline display on HUD). Due to its powerful EM radiation an active Sector Scanner makes the ship that uses it visible to everyone else in the sector as well. Scanner activation temporarily overcharges and disables every lock on systems (radars and targeting systems) in the sector for 1 second. Its use is not considered as an „act of aggression” (at least not by the game and NPCs:) so the user does not become aggressor or criminal for activating it. The module requires 90 seconds of cool-down to get back online after deactivation. ECM can distract the operation of the scanner. Key binding is required. In inactive mode the Sector Scanner provides a 7000 meter sensor range.
Possible visual effect: One second interference on the HUD of affected enemy players.
- Interstellar-drive Generator
Name: INTERSTELLAR-DRIVE GENERATOR
Type: Engine modifier (for Open Space mode)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Delay: 10 seconds
Energy consumption: 1500 en.
Fuel consumption: 50 fuel units
Recharge: 120 seconds
High performance generator that overcharges regular propulsion systems and allows Tactical Class destroyers jump into any sector (to a random coordinate of a map) within 3 jumping distance without using gates. Fuel usage is higher than for normal jumps through gates. Each jump costs 50 units of fuel. Fuel is used from cargo bay if there is not enough in the fuel tank. Jump is not possible without having at least a total of 55 (50+5) fuel units. Upon activation the ship loses its shield for the 10 second jumping preparation period. Jump activation is performed through a function in the Galaxy Map. By clicking at a location with right-mouse-button a menu becomes available to select for jumping if that location meets the 3 jumping distance rule. ECM interceptor can block the use of the Interstellar-Drive Generator with its M.E.F. Generator or Stasis Generator.
(Note: In addition to faster traveling, Interstellar-Drive Generator together with ’Leech’ tracking device (described below) is meant to support open space fights between individuals and/or squads executed throughout certain tactically coordinated movements. Therefore, when a Tactical Class destroyer uses a ’Leech’ module on a player, jumping should work similarly to the jumping of group/squad members and the system should place the two players (tracker and tracked) into the same instance. If the tracker ship is in a group, these players are placed in the same instance as long as they are allowed to jump into that sector through jump gates or by the use of their own Interstellar-Drive Generators.)
- Cargo Scanner
Name: CARGO SCANNER
Type: CPU modifier (for all game modes)
Group: Pirate modules (Premium available for GS)
Ship type: Destroyer (Pirate)
Energy consumption: None
Range: 7000 meters (In both active cargo scanning and inactive sensor mode)
Modified version of normal scanner. Besides the usual scanner function it has the ability to scan the cargo of other ships (OS game mode only). During cargo scanning a color coded indicator, similar to the one used for Spatial Scanner, displays the number and value of the cargo. The number of bars show the maximum cargo capacity (Only non-shielded cargo, see below). Color coding shows the items by their value. The number of colored bars show the number of cargo with any value. White or blank bars indicate empty cargo holds. There is no indication for being cargo scanned. However, the player has to lock on a ship for scanning which can suggest the „victim” to be cautious. Gives 10% reward bonus and +1 loot search in PvP/PvE/Coop/Spec Ops/SecCon game modes. Premium module available for GS. Suggested price: lower than Spatial Scanner has. Requires new key binding.
5. Smuggler Cargo Hold
Name: SMUGGLER CARGO HOLD
Type: Hull modifier (Premium available for GS)
Group: Pirate modules
Ship type: Destroyer (Pirate)
Similarly to the Extended hull, the pirate hull modification also provides 3 extra cargo spaces. In addition to the increased cargo capacity it gives protection against Cargo Scanners (see above) as well. If cargo is being scanned, other players cannot see items in the shielded cargo area. Its price should be similar to what Extended Hull has. It can shield alien tech, therefore, it is not announced when 15K voucher from alien drone and/or distress signaling ship is being carried in the sector. Additional effect: reduces acceleration and increases afterburner energy use.
Optional: Shielding effect may work only for the 3 extra cargo spaces. In this case these three cargo spots should be distinguished from the others to give players the opportunity of choosing among the cargo they carry in those. Or, the shielding effect of the ’Smuggler Cargo Hold’ module would be extended automatically to the entire cargo bay.
- Anti-ramming System
Name: ANTI-RAMMING SYSTEM
Type: Shield modifier
Group: Pirate modules (Premium available for GS)
Ship type: Destroyer (Pirate)
Energy consumption: None
Key bind: new key for activation is needed
Active time: 10 sec
Lore: After pirates were able to safely upgrade their ships with the smoke „paint” they started thinking on its uses for defense systems. They increased the energy of the „goo” shield and also increased the dose of the „goo” and a new defense system was born.
Effect mechanism: Similar to the GG missile. Damages hull directly. Weapon deals no damage to shields. Infection is carried out through collision with other ships. Shield system also gives extra defense against aliens: player is not being targeted by aliens while module is active. Additional EM resistance: +40 pts.
The infected nanobots attack hull and every reachable system on the ship. Hull damage: 1000 pts/s for 5 sec. Hull resistance decreases by 10 pts for 5 sec. Target locking time increases by 50% for 5 sec. Sensor range decreases by 50%. Destroyer modules (active, special, engine) also suffer damage. FoF system is inactive. The “goo” attacks every ship regardless. Self-infection/damaging is off.
“Chain smoking” effect: If a ship under the effect of the GG missile collides with another ship, this other ship gets “infected” too and suffers from the same negative effects, although, only for half as long as the infector. Infection can be passed forward only 2 times. Infection chain: Player 1 (infected by a player with Anti-Ramming System) >> Player 2 (infected by Player 1) >> Player 3 (infected by Player 2). Infection times respectively: 5 s >> 2.5 s >> 1.25 s. Player 1 can infect multiple ships during the 5 sec effect. Player 2 can infect only one other ship. Player 3 cannot pass on the infection. (We definitely need this because it would be so much fun passing the smoke around. Destructible, targetable stationary objects (drones, etc.) can also be infected and pass infection on. Reinfection, passing back negative infection, is not allowed.
Active Anti-ramming system can provide protection against the Green „Goo” missile.
ACTIVE MODULES
- Shield Projector Beam
Name: SHIELD PROJECTOR BEAM
Type: Active modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 1000 en for activation and an additional 200 en per second as long as it is in use
Active time: max 10 seconds
Range: 1000-5000 meters
Recharge: 30 seconds
Strength: max 40 000 pts.
Shield radius: 100 meters or no more than the normal shield the targeted ship (object) has
Resistance type: all 3 (Thermal, EM, kinetic)
Damage on destruction: 6000 pts.
Powerful energy beam that creates a shield, capable of withstand 40 000 points of damage of any kind, around any metallic object (ships, drones, friendly and enemy objects, beacons) it hits.
Upon using this weapon on an enemy ship (or object like drones, missile launchers, etc.) the shield prevents any projectiles (missiles, main weapons, active module guns, etc.) shot by the enemy to pass through it and even induce self-damage (if e.g. Tempest launcher, Photon emitter, Halo launcher, etc. is used). The weapon requires a clear line of sight and the player to keep the aim on the enemy.
Upon using it on a friendly ship (or object like drones, missile launchers, etc.) the shield provides an additional 40 000 pts of resistance to any damage type while it does not block projectiles of friendly players. Clear line of sight and aiming constantly is required.
Module cannot be used on own ship. Required minimum distance from the targeted object is 1000 meters. Shield Projector Beam is capable of protecting dreadnought modules (objects) as well against any weapons of enemy players but not against enemy dreadnought weapons. Shield projection can be disturbed by flying into the beam by players or NPCs. Shield should have a distinctive visual effect and players should be notified when being under its effect.
- ‘Hole Punch’
Name: ’HOLE PUNCH’
Type: Active modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 900 en
Active time: max 5 seconds
Range: 7000 meters
Recharge: 30 seconds
Radius: 25 meters
Damage on destruction: 5000 pts.
Laser weapon capable to pierce through and create a hole 50 meters in diameter on any shields (except M.E.F. Generator) on its path and give an opportunity to other weapon systems (and other players as well) to bypass shields and damage the hull of enemy ships directly. Friend detection is active. The ’Hole Punch’ module does not deal damage.
Two ways to aim with it: by locking onto the enemy or by free aiming. If the player is locking onto an enemy ship and activates this weapon, the module should be pointing to the direction of the enemy as long as it is in sight or in sensor range. If the player is not locking onto any ship and activates the module, it should work exactly like the Pyro Emitter and should be pointing to the direction where the player was aiming at the moment of activation. Weapon keeps pointing towards its initial end point (max 7000 meters or any distance where the weapon hits an object at activation) even if the ship is moving.
Distraction of its effect is possible by objects getting into the way of the weapon. Module can counter any type of shields used by players including Shield Projector Beam or Diffusion shield (except the ECM M.E.F. Generator)
- ‘Plasma Hoop’
Name: ‘PLASMA HOOP’
Type: Active modules
Group: Multipurpose modules
Ship type: Destroyer (All Classes)
Energy consumption: 1100 en
Active time: max 5 seconds
Damage: 3000 dmg/s (EM dmg)
Recharge: 25 seconds
Radius: approx. 300 meters (or the same radius normal destroyer shield has)
Damage on destruction: 6000 pts.
Generates a super compressed plasma ring that spins around the destroyer with a very high speed and pushes ships out of the destroyer’s normal shield sphere while also dealing EM damage to them. Friend or Foe system is inactive, friendly ships are also damaged and pushed away.
- ‘Fire Blob’ Launcher
Name: ’ FIRE BLOB’ LAUNCHER
Type: Active module
Group: Tactical modules
Ship type: Destroyer (All Classes)
Energy consumption: 1000 en
Range: 6000 meters
Projectile speed: 1200 m/s
Damage: 3500 dmg/projectile (Thermal dmg)
Recharge: 10 seconds
Delay: 1/3 second delay between the 3 projectiles of the same activation
Damage on destruction: 6000 pts.
Launcher fires 3 super-heated gas spheres in a rapid series. Each individual sphere travels 1200 meters per second and deals 3500 pts. of thermal damage. Additional effect: Projectiles reduce the time for enemy weapon systems to overheat by 10% for 5 seconds. It takes 1 second for the launcher to fire all 3 projectiles (distance between them is 400 m). The ’Fire Blob’ Launcher has the same mechanics as ’Tempest’ Launcher has. After activation the three projectiles continue flying 6000 meters and similarly to the spheres of the Singularity Cannon these are also able to pass through ships and other objects. Projectiles cannot be taken down by Missile Shield or other anti-missile systems.
- ‘Ice Blob’ Launcher
Name: ’ ICE BLOB’ LAUNCHER
Type: Active module
Group: Tactical modules
Ship type: Destroyer (All Classes)
Energy consumption: 1000 en
Range: 6000 meters
Projectile speed: 1200 m/s
Damage: 3500 dmg/projectile (EM dmg)
Recharge: 10 seconds
Delay: 1/3 second delay between the 3 projectiles of the same activation
Damage on destruction: 6000 pts.
Launcher fires 3 unstable charged EM spheres in a rapid series. Each individual sphere travels 1200 meters per second and deals 3500 pts. of EM damage. Additional effect: Projectiles increase the energy used by enemy modules and weapon systems by 10% for 5 seconds. It takes 1 second for the launcher to fire all 3 projectiles (distance between them is 400 m). The ’Ice Blob’ Launcher has the same mechanics as ’Tempest’ Launcher has. After activation the three projectiles continue flying 6000 meters and similarly to the spheres of the Singularity Cannon these are also able to pass through ships and other objects. Projectiles cannot be taken down by Missile Shield or other anti-missile systems.
- ‘Cyclops’ Laser
Name: ‘CYCLOPS’ LASER
Type: Active module
Group: Tactical modules
Ship type: Destroyer (All Classes)
Energy consumption: 2000 en
Range: 5500 meters
Damage: 5000 pts. EM dmg during target searching phase, 25000 EM dmg when focused
Delay: 5 seconds preparation phase until the weapon able to focus on the target
Recharge: 60 seconds
Damage on destruction: 6000 pts.
Powerful EM laser based on alien destroyer technology. Upon activation a single laser beam starts searching and closing onto its focus point, the aim marker. Visually it is similarly to the lasers that the alien destroyer use in Spec Ops PvE. The beam randomly scans within a cone shaped area that has a circular base with a 750 meters radius while the aim marker is in the origo of the base plain. The player has to aim manually (lock on system support is not available) for 5 seconds until the laser beam reaches its focus point. During the 5 second target searching time the weapon may deal 5000 pts. EM damage to any ship that gets into the path of the laser beam. After reaching focus point, the weapon deals 25000 pts. EM damage once and then returns to cool-down phase. Friend or Foe system is inactive, friendly ships are vulnerable to the ’Cyclops’ Laser.
7. ‘Quantum Quake’
Name: ’QUANTUM QUAKE’
Type: Active module
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 3000 en
Range: 12000 meters
Damage: max 40000 (8000 x 5) dmg (EM damage)
Delay: 5 seconds preparation time until the weapon fires 5 rapid charges
Projectile speed: 10000 m/s
Recharge: 60 seconds
Damage on destruction: 6000 pts.
An EM weapon that is capable of breaking bonds between the quantum particles of any material in its path. After activation a laser lead marker helps the weapon point towards its initial end point for 5 seconds then it fires 5 fast charges. The visual effect is very similar to the one that is used for dreadnought main calibers but in smaller scales. The ’Quantum Quake’ is also capable of damaging the three primary dreadnought modules.
- ‘Magnetar’ (grenade) Launcher
Name: ‘MAGNETAR’ (GRENADE) LAUNCHER
Type: Active module
Group: Pirate modules
Ship type: Destroyer (Pirate)
Energy consumption: 1800 en
Range: 6000 m
Projectile speed: 4500 m/s
Damage: No direct damage to hull or shields
Active time: 5-10(?) sec
Effect radius: sphere with 750 m radius
Effect range: within 500-750 m radius it has only course modifying effect for projectiles (main weapons and missiles); within 500 m radius all projectiles and stationary objects hit center with 100% chance
Recharge: 30 sec
Damage on destruction: 6000 pts.
Lore: This weapon was discovered accidentally when scientist were experimenting with early versions of the ’Harpoon’ Plasma Launcher and with the Tractor beam. Although it was not strong enough to drag ships but it worked perfectly on smaller objects. With the ability of resetting weapon systems this magnetic weapon got green light for mass production.
Module effect: Launcher with explosive projectile that, instead of dealing damage to enemy ships, creates a powerful magnetic force and attracts projectiles within 750 meters. Ships are free to move in the field. FoF detection is inactive. It cannot be destroyed by Missile Shield. The module deals no damage directly but has several useful supportive and distractive effects.
The primary effect is its ability to pull weapon projectiles, missiles and mines (optional: all stationary objects) towards the eye of a magnetic sphere. Within 500-750 meters radius, mines (and stationary objects) are being pulled towards its center while projectiles and missiles only change course and able to fly out of effect range. Within 500 meters the ’Magnetar’ grenade is capable of pulling every projectiles and stationary objects into its core and making them explode. Projectiles and objects also explode if they hit ships or other objects before reaching the magnetic core. The pulling effect ends after 5-10(?) seconds and the remaining projectiles continue flying on a new course while mines and stationary objects stay where they were at the moment the effect expired. Projectiles and objects don’t gain back their ability to identify friendly ships. Laser and EM (plasma) main weapons, Anomaly Generator, laser and plasma active modules (weapons/support modules) are not affected by the pulling and FoF cancelling effect.
The two secondary effects of the weapon are energy siphoning and shield weakening. The closer a ship is to the center of the grenade explosion the more energy will be burnt by the field (or by the player). Similarly, the closer a ship is to the center of the grenade explosion the more shield resistance will be lost. (Due to balancing and such I don’t provide numbers here.
Finally, a tertiary effect (FoF cancelling) is able to make projectiles, missiles and mines hostile to everyone. If other stationary objects like drones, repair stations, etc. are allowed to be effected then these objects also become hostile to everyone while they are being moved out of their position towards the center of the effect and they are being destroyed when reaching it. Projectiles and missiles don’t gain back their ability to identify friendly ships. Stationary objects, mines also don’t gain back FoF identification ability unless an ECM uses its System Hack on them. (FoF detection cancelling may or may not work on Gravi Lens. I could not decide on this.)
Launching mechanism: module activation by assigned key then projectile flies until it reaches its maximum range or hits a target (or any object) or a second activation detonates the grenade.
Effect mechanism: Similar to the Gravi Lens but instead of pulling ships in it pulls only weapon projectiles, missiles and mines (or station objects). The grenade has no effect on plasma and laser weapons/modules or on Anomaly Generators. The ’Magnetar’ grenade has no FoF detection ability. Any projectile, missile and mine within its effect radius loses its ability to identify friendly ships, therefore, everyone is vulnerable to every affected weapon (projectiles, missiles, mines) in range. Because of its FoF detection cancelling effect, the ’Magnetar’ cannot be hacked by System Hack module. The pulling effect becomes gradually stronger towards its center. The closer a weapon (main weapon, missile) is directed towards its center the higher the chance for pulling it all the way to the core. Projectiles (or missiles, mines) deal damage if they hit ships or objects while being pulled in. Damage dealt is equal to the damage projectiles would deal in their normal operation. The projectiles, missiles, mines, etc. explode if there are no objects or ships to hit in the effected zone and they reach the center.
Visual effect: Similar to the one of Gravi Lens but with more transparency and light colors used. Center could be less dense.
(Note: 1. This module could also work as a missile with slow recharging time and with some modifications to fit it to missiles. 2. I am not sure if the effects of this module regarding stationary objects is possible to implement. If not, then at least FoF cancelling ability on stationary objects (as well as projectiles and missiles) should be added to it. 3. And why to implement this module? Because it could serve as offensive and defensive weapon as well. Even though it deals no direct damage its impact on game can be significant. As a defensive barrier within 6000 meters distance many weapons could be countered with it. Even Gravi Lens victims could protect themselves or could be protected by others while being sucked in a black hole. And imagine the mess and damage a Gravi Lens and a ’Magnetar’ grenade together would do if they would be placed to the same spot. Or a beacon protected by mines and one would just plant a ’Magnetar’ grenade there: problem solved, area cleaned or made hostile to everyone, chaos guaranteed. It would require some aiming and timing skill but these would only increase its value I think. ”)
- Impulse Ray
Name: IMPULSE RAY
Type: Active module
Group: Pirate modules
Ship type: Destroyer (Pirate)
Energy consumption: 3000 en
Range: 12000 meters
Damage: 30000 dmg (3x10000 EM damage)
Active time: 5 +2 sec (5 sec charging and x-ray vision + 2 sec to fire 3 pulses)
Delay: 5 seconds preparation time until the weapon is ready to be fired (aiming with x-ray vision)
Projectile speed: 18000 m/s. (3 pulses delivered to 12K m in 2 seconds so each pulse has 18K m/s speed)
Recharge: 45 seconds
Damage on destruction: 6000 pts.
Bonus feature: X-ray vision with a searching area of 50 m in radius
Lore: Pirate wreck hunters found this alien weapon among the remnants of a huge ancient battle in a remote space. It was suspected that the weapon is a smaller version of the alien pulsar but they were unable to decipher its secrets up until recent breakthrough in Crystallid technology. What they found, however, was beyond their dreams. After some modifications and the use of ’live crystals’, the Impulse Ray was fast combat ready and sent to mass production.
The alien prototype was not the same pulsar predators or hunters use. It was a modified version of Inverter technology that was reduced in size and power to make it fit on smaller alien ships. It is not known what kind of alien ship could use this weapon but from its size and energy demand it is predictable that a never before seen ship with the size of a human destroyer may be its potential carrier.
Module effect: Destroyer „sniper” module. It fires a series of 3 quick pulses each dealing 10000 EM dmg. The ray, similarly to the inverter pulse, is able to pass through any object (ships, asteroids, buildings, etc.). No any additional negative effect (on enemy or friendly) is available for this weapon. FoF system is inactive. It can deal damage to friendly ships as well. Its has 12K m max range.
Launching mechanism: After activation the module needs 5 seconds to charge up. Meanwhile, the X-ray vision activates which allows the player see what is behind obstacles (asteroids, etc.). Locking on players behind cover is still not allowed. X-ray vision only provides visual detection. During the 5 seconds the player is free to move the aim and scan for hidden ships. Players can detect if they are being targeted by the weapon: the X-ray vision has a whitish colored flashlight beam like effect that is visible on every object that falls into its area of effect.
After the 5 second charging the weapon locks itself and fires the 3 pulses within 2 seconds while the X-ray vision goes offline. Locking mechanism is similar to the one Tempest Launcher use so moving with ship may result in missing the target.
Visual effect: Same as Inverter pulses have. The X-ray vision has a whitish colored flashlight beam like effect that is visible on every object that falls into its area of effect.
10. ‘Hellfire’ Plasma Melter Beam
Name: ‘HELLFIRE’ PLASMA MELTER BEAM
Type: Active module
Group: Pirate modules
Ship type: Destroyer (Pirate)
Energy consumption: 4000 en for activation and +4000 en/s to maintain the beam during active time
Range: 10000 meters
Damage: 1000-10000 initial & build up & AoE dmg and 10000–100000 main dmg (Thermal dmg)
AoE effect: 1000 - 10000 dmg/s within 50 m radius depending on distance from module
Additional effect: 10% increase in weapon overheating and energy consumption of modules & engines
Delay: 2-3 seconds until it can reach maximum range and damage
Plasma Beam speed: 5000 m/s (after activation reaching max range is not instantaneous)
Active time: max 5 (2+1+2) sec active time for module; and max 6 (5+1 sec delay due to distance and speed) second effect time. After activation it takes 2 sec to reach its max range (if possible). Then it takes another 1 sec to deliver full damage output. And this beam can be maintained for another 2 seconds. Above 5000 meter distance every effect has one second delay that is why max effect time is 6 second and module active time is only 5. (See further details below.)
Recharge: 45 seconds
Damage on destruction: 6000 pts.
Bonus feature: Drains energy from friendly ships within 1500 m while active
Lore: This technology is not new. Similar powerful beams have long been in use for planet and asteroid mining. However, the enormous amount of energy early prototypes consumed did not justify its mounting and use in action therefore the project was abandoned. Around this time got pirate groups their hands on the blueprints and later with the development of destroyers and the new Shield Sync technology they successfully installed the first ‘Hellfire’ weapon on destroyers way before scientists of the three factions could.
Module effects: Plasma beam with high range that deals overwhelming thermal damage which is decreasing with distance. It can also deal 1000-10000 thermal dmg/s (depending on the distance from the weapon module) to every ship within 50 meters to the beam. FoF system is disabled. Additional effect: 10% increase of main weapon heating and module/engine energy use. Extreme temperature makes every system overheat faster which means the main weapons overheat faster, modules and engines use more energy on every affected ship. Additional effect applies only if the ship is hit directly with the beam. The AoE effect of the weapon does not increase weapon heating and energy usage.
Launching mechanism: The weapon mechanism is similar to the one Pyro emitter uses. When fired, it gets a fix end point and the module will be pointing towards it even when the ship is moving.
Stage 1 - Initial stage: Weapon activation. It requires 4000 en reserved in capacitor. During this stage the beam can deal 1000-10000 dmg/s depending on the distance from module and there is no additional damage (AoE) in its 50 meters surroundings. The plasma beam reaches its 10000 m max range in 2 sec. If the beam hits a ship or object on its way then it stops there unless the object or the player moves away from its path. In this case the beam continues its way to its end point if possible. Whether or not the beam is stopped by an object it still takes 2 seconds for the weapon to activate its full damage output stage.
Stage 2 - Full damage output: From the start of the 3rd second the weapon delivers its full damage capacity. Above 5000 m max dmg output begins in the 4th second.
(So, for example, the possible total damage during the 5 second active time within 0-1000 m range is: 10000 (1st sec) + 10000 (2nd sec) + 100000 (3rd sec Main) + 10000 (3rd sec AoE) + 100000 (4th sec Main) + 10000 (4th sec AoE) + 10000 (4th sec Build up) + 100000 (5th sec Main) + 10000 (5th sec AoE) + 2x10000 (5th sec build up) = 380000 dmg/5 sec. 74000 dmg/sec average (based on the 5 sec “local” effect). 63333 dmg/sec average (based on the 6 sec total effect time))
Only direct hit of a target builds up additional damage (see table) which similarly to the primary damage depends on the distance from the ‘Hellfire’ module. Additional damage starts building up from the start of the 4th second of module operation therefore extra damage can only be added to the base damage two times (in the 4th and 5th seconds). AoE damage does not increase further. Intercepted beam cancels out and resets extra damage build up.
Stage 3 – Energy siphoning: The weapon goes offline at the end of the 3rd second unless the player is able to provide enough energy to operate the weapon but for no more than 2 additional seconds. Energy can be used either from own energy reserves or from energy reserves of own and friendly ships within 1500 m range. Energy siphoning mechanism: Energy siphoning from friendly ships is instantaneous at the start of the 4th and 5th seconds of weapon operation if there is enough energy available. Energy collecting starts from the player’s capacitor and if needed the rest is collected from friendly ship equally from each in 1500 m range. Energy siphoning is forced and does not require locking.
Visual effect: Insert mining laser effect from Processing Rig map here in smaller scales. Upon activation a fireball followed by a beam “slowly”, in 2 seconds (maybe slower to make it look awesome), reaches its maximum range if it does not hit any target earlier. When the weapon goes offline the beam disappears with the same speed starting from the weapon module. Upon damage build up a growing heat ball is visible. Upon direct hit a splashing plasma effect is displayed.
(Note: 1.The path of the plasma beam can be intercepted by ships and objects in any stage but as long as the module is active and its path clears out it will continue its way with the given speed until it reaches its maximum range. 2. The beam has 5000 m/s speed so above 5000 meters any damage dealt is delayed with one second compared to distances below 5000 meters. Therefore the actual operation time of the module is 5 seconds while the module effect time is 6 seconds. The max “local” effect time, however, is still 5 seconds at any distance.)
MISSILE SLOT MODULES
- Space Distortion Detector
Name: SPACE DISTORTION DETECTOR
Type: Missile modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 500 en
Recharge: 60 seconds
Flight range: 6000 meters
Flight speed: 1200 m/s
Active time: 20 seconds
Effect radius: 1500 meters
Launches a small ball of charged particles that creates a sphere 3000 meters in diameter and makes ships using any type of cloaking systems (including ’Spectre’ Field) visually detectable to everyone. Cloaked ships create a distortion in the field and they become „visible”. Detection is merely visual and very obscure which means that a ship itself is not visible but only the distortion effect (e.g. a refraction or an electric charge effect) it creates within the charged particle field. For locking or any weapon systems cloaked ships are still undetectable. The identities of enemy ships under effect remain unknown and no information of them is provided (information of friendly ships in the field is displayed). It is lacking Friend-or-Foe (FoF) system, cloaked friendly ships may get under its effect and can be seen by enemies. Its mechanics is similar to the one Wormhole Projectors use. First activation launches the projectile and it flies 6000 meters unless a second activation makes it explode. System Hack module has no effect on it. Notification of being under the effect of this module is displayed on the HUD. Intercepted (if it hits any object before planned activation) ball of charged particles will still fulfill its purpose.
Possible visual effects: A distinctive projectile when launched, glittering particles visible only during explosion, a small and faint pulsing light remains visible at the center of the field but nothing else that could indicate the area of its effect. Cloaked ships in the zone create electric discharge effect and only this electric charge can be seen. Enemy ships may be identified by the size of an electric charge and by speed of the ship through the field.
- Mine-layer ‘Dome’
Name: MINE-LAYER ’DOME’
Type: Missile modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Damage: 10 000 dmg (Thermal)
Recharge: 15 seconds
Charges in cartridge: 2
Cartridge reloading time: 120 seconds
Active time: 150 seconds
Deployment radius: Sphere with a radius of 1500 meters
Explosion radius: 100 meters
Creates a thin layer of mines 3000 meters in diameter that deals 10 000 thermal damage to any enemy passing through it. Within this sphere of mines, however, there is no damage dealt. Due to being so extensive, System Hack module is not effective against the Mine-layer ’Dome’. Once an enemy ship passes through this layer, an explosion 100 meters in radius clears out the area creating a visible hole on the ’Dome’. Friend or Foe system is active.
- Green ’Goo’ Missile
Name: GREEN ’GOO’ MISSILE
Type: Missile modules
Group: Pirate missile
Effect: -10 pts/s Hull resistance, 1000 pts/s hull dmg, +50% locking time, -50% sensor range, „chain smoking”
Active time: 5 sec
Recharge: 8 sec
Charges in cartridge: 3
Cartridge reloading time: 120 sec
Flight range: 4500 m
Flight speed: 1500 m/s
Explosion radius: 100 m
Missile type: guided
Lore: Even though the factions had an agreement of avoiding sectors infected by the Liu virus, behind the scenes experiments have continued. In one project scientists aimed to find an answer to the occurrence of the black smoke around biomorphs. Thanks to some progress in this research they were able to reproduce it. Besides the dreadful smoke it also had other „beneficial” effects therefore a new weapon has been created. Because of the deep rooting fear of the Liu virus, however, the leadership has decided to not use it and they closed the project. When pirates have learned about this weapon they knew right away that it will become a „must” accessory to all pirate pilots. Not only its effect on ships have become popular among them but its psychological impact, the fear from the virus, have also increased the demand for it. And as a bonus, the eerie black smoke just simply matched to their pirate mind and life style.
Effect mechanism: The missile is capable of piercing through shields (except ECM M.E.F. Generator) and damage hull directly. Weapon deals no damage to shields. Missile explosion is small to avoid damaging nanites in the “goo”, therefore it has no effect on hull. The infected nanobots attack hull and every reachable system on the ship. Hull damage: 1000 pts/s for 5 sec. Hull resistance decreases by 10 pts for 5 sec. Target locking time increases by 50% for 5 sec. Sensor range decreases by 50%. Destroyer modules (active, special, engine) also suffer damage. FoF system is inactive. The “goo” attacks every ship regardless. Anti-missile systems are effective against the GG missile. Self-infection/damaging is on.
“Chain smoking” effect: If a ship under the effect of the GG missile collides with another ship, this other ship gets “infected” too and suffers from the same negative effects, although, only for half as long as the infector. Infection can be passed forward only 2 times. Infection chain: Player 1 (infected by the GG missile) >> Player 2 (infected by Player 1) >> Player 3 (infected by Player 2). Infection times respectively: 5 s >> 2.5 s >> 1.25 s. Player 1 can infect multiple ships during the 5 sec effect. Player 2 can infect only one other ship. Player 3 cannot pass on the infection. (We definitely need this because it would be so much fun passing the smoke around. Destructible, targetable stationary objects (drones, etc.) can also be infected and pass infection on. Reinfection, passing back negative infection, is not allowed.
The smoke appears wherever the GG missile explodes. A ship flying into the smoke gets infected for 5 second. One smoke cloud that did not hit a ship target directly can infect only one ship. When a ship flies into this smoke the cloud disappears. If multiple ships get hit by the same missile explosion then each of them gets infected for 5 seconds.
Infected ships are protected against alien targeting.
Visual effect: Missile is covered in smoke as it closes on its target. Upon successful hit the target gets covered in smoke. Insert biomorph smoke effect here.
!!Bonus!! Aerography suggestion: Smoke „Paint”
In the ealy days of its use, some fanatic pirate enthusiasts even used the material GG (Green Goo) missile was made of on their own ships. They attached makeshift parts and sacrificed them in order to make their beloved vessels covered in smoke and look more fearsome. It was very rare occurrence though because of the dangers it posed: any nanodrone system used around live „goo” were able to make it become uncontrollable and lethal to themselves. These attachments have became obsolete later on when a new shielding system made it possible to keep small doses of „goo” away from their own ships and they could use it as a visual upgrade without negative consequences. From these experiences not much later later a new weapon has evolved. (See Anti-ramming system.) Shielding with this system against the GG missile is still not possible, however, due to the GG missile’s nasty habit of penetrating shields and the detonation of the missile also interferes with this low-energy „goo” shielding system. ’Smoke aerography’ has no damaging or other negative effect. Visual upgrade available in DLCs or in bundle for GS. (Note: In order to distinguish GG missile effect, Anti-ramming system effect and ’Smoke aerography’ effect from each other the aerography should get variable colors. Imagine a ship covered in pink smoke. Who wouldn’t want to buy that?
!!Bonus!! Background story:
The weapon got the ’Goo’ name because it looks like a swirling green putty. And what is this „goo”? It is made of gazillions of tiny nanobots infected by the Liu virus and spiced up with some alien „live crystal”. It is still not known how the virus or the live crystals work but one thing is for sure, these two has a lot in common. The Liu virus is some kind of an artificial virus that combines the traits of biological organisms and Ai systems in a conscious virus. Live crystals may also be something similar but a much more advanced version of it. Were these crystals created by an unknown race or are they a result of a natural process. And do Precursors have anything to do with these crystals or the aliens. How did cybers get into the picture? There are many questions waiting to be answered. Anyhow, the virus is very aggressive and acts like a conscious entity. It feels very comfortable in any computing system including the human brain. And it wants to survive and multiply. That is why it attacks the hull of the ships to create itself by consuming any material. However, it is not as stable as live crystals. The virus is so aggressive, it even consumes itself. Therefore it dies fast if there is no other material, a virus carrier, and that is what produces the black smoke. Basically, the smoke is millions and millions of dead nanobots.
- Mirror Shield
Name: MIRROR SHIELD
Type: Missile slot module
Group: Tactical modules
Ship type: Destroyer (All Classes)
Energy consumption: 500 en activation + 100 en/s to maintain (max 1500 en)
Range: Equal to the distance the reflected incoming beam had originally
Damage: Half the damage the reflected beam had originally (Thermal or EM dmg)
Recharge: 20 seconds
Active time: 15 sec or until the shield is destroyed or runs out of energy support
Shield strength: 40 000 pts.
Lore: Parabolic reflector shield based on ‘Turtle’ and Static shield technology. It reverses beam weapons to the opposite direction through a new focus point. Because the frequency of the reflected beam is different from the incoming beam, it becomes lethal to enemy as well.
Effect mechanism: Single parabolic shield which moves around the ship along with the player’s aim. Upon activation it deploys a ’mobile’ shield which allows players to move the shield to the direction of incoming projectiles and, if these are beam weapons, send them back to the enemy. Reflected beam has the same range as the original beam but its damage is halved. Reflected beam lacks FoF detection. Shield is more vulnerable to non beam weapons: 10% extra incoming dmg to shield by plasma, kinetic, etc projectiles. Beam weapons can also deal damage to the shield but only 10% of the original amount. Reflected beam can be directed to anywhere as long as the shield is able to collect the incoming beam. Shield angle: 160 degree (+/- 80 deg from aim axis). Reflected weapons: Pulse laser, Ion Emitter, Gravi Beamer, Beam Cannon, Heavy Blaster, Destructor, Meson Cannon, LRF disintegrator, etc. Negative effects of weapons like energy burning of the Destructor laser is also reflected (with 50% efficiency).
Visual effect: Could be a reversed turtle shield combined with Static shield effects.
CARGO BAY MODULES
(Note: Cargo Bay modules require a new option to be provided among already existing ones in the Store and ship equipment. Several modules of this type should be allowed to be equipped at the same time)
- ‘Leech’ Tracking System
Name: ’LEECH’ TRACKING SYSTEM
Type: Cargo Bay module (for Open Space mode)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 1000 en
Active time: max 300 seconds (docking and/or destruction of tracker and/or tracked cancels effect)
Recharge: One time use for each un-docking. Recharging in hangar for credit
Used cargo space: 1 slot
High range interstellar tracking device use for following the movements of a single ship in open space mode through the whole Galaxy. The position of the tracked ship is indicated on the Galaxy Map. Deployment requires the locking on a target. The ’Leech’ module can be used on any target that is available for locking (including drones, structures, NPCs, etc.) so its use requires caution. The device is undetectable, notification about being tracked is not available and there is no way to repel it. Maximum operation time is 300 seconds. The docking or the destruction of either the target or tracker ship results in the deactivation of the tracker device. One single ’Leech’ module is available for each un-docking. The module uses 1 slot from the available cargo space. Activation consumes 1000 energy.
(Note: The ’Leech’ Tracker device together with ’Interstellar-Drive Generator’ (described above) is meant to support open space fights between individuals and/or squads executed throughout certain tactically coordinated movements. Therefore, when a Tactical Class destroyer uses a ’Leech’ module on a player, jumping should work similarly to the jumping of group/squad members and the system should place the two players (tracker and tracked) into the same instance. If the tracker (or tracked) player is in a group, these players should be placed in the same instance as long as they are allowed to jump into the same sector through jump gates or with their own ’Interstellar-Drive Generators’.)
- Portable Cargo Drone
Name: PORTABLE CARGO DRONE
Type: Cargo Bay module (for Open Space mode)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 1000 en per each activation
Recharge: max 3 modules available for each un-docking. Recharging in hangar for credit
Used cargo space: max 3 slots (1 per drone)
Destroyer is capable of carrying 3 cargo drones. These drones use up 3 slots from cargo bay. Used drones are only replaced after returning to the hangar. Requires replenishing that costs credit.
Optional: Either the player decides how many drone is equipped (max 3) or one purchase/replenishment of this module includes 3 drones without the option to change.