Module Concepts by SIN

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

  1. 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.

  1. 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.

  1. 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.)

  1. 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.

  1. 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.:slight_smile: 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

  1. 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.

  1. ‘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)

  1. ‘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.

  1. ‘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.

  1. ‘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.

  1. ‘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.

  1. ‘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.:slight_smile:

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. ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

  1. 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. 

post-247730-0-38247000-1464944925.png

 

(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.:slight_smile: 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

  1. 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.

  1. 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.

  1. 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.:slight_smile: 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?:slight_smile:

!!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.

  1. 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)

  1. ‘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’.)

  1. 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.

Very cool concepts!

Thanks. They are not as complicated as it was describing them. :slight_smile:

You’re continuing the story with destroyers’ contest? This is cool actually  :001j:

You’re continuing the story with destroyers’ contest? This is cool actually  :001j:

 

Yes. I thought a little brain storming can always help in designing new weapons. And I can tell, there is a huge storm in my head. :slight_smile:

Yes. I thought a little brain storming can always help in designing new weapons. And I can tell, there is a huge storm in my head. :slight_smile:

Did you eat a fox?

Did you eat a fox?

I can attest to the fact that Sinaka did indeed eat a Fox.

Also noice concept. I’d love to have a premium dessy. Or even just a pirate-themed dessy! X3

Did you eat a fox?

I can attest to the fact that Sinaka did indeed eat a Fox.

 

Naa. I’m always like this. I just conceal it well.

 

P.s.: I thought it would be nice to expand the premium ship line with one. When CinnamonFake said the new faction won’t be pirate, I started thinking of pirate modules. Too bad the new faction will not be pirate because starting from Fort Muerto, as the sector’s main station, a new star system branch could grow and fit nicely into the galaxy map. Even the Miss Summer story could fit in. Anyway, I think pirate ships and designs will stay in premium category, which is logical actually, and the new faction remains a mystery. 

I like it, especially the new scanner and its counter measure the new scanner proof pirate cargo hold - thank you Sin for the creativity

 

From your newly introduced modules etc.pp. I extrapolate that such new modules for destroyers would fit in the way it was introduced with the [Reaper and Phoenix rework](< base_url >/index.php?/topic/30520-star-conflict-stream-reaper-phoenix-remastered/). Meaning: why not have the opportunity to refit one’s destroyer a little bit pirate like and craft (new, specialized, various) modules here and there for older destroyers, also ?

Updated with new modules! See them above in the list or in this post.

 

Green ’Goo’ Missile

  1. NEW! 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 reloding 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.:slight_smile: 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 early 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?:slight_smile:

!!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.

 

Anti-ramming System

!!Bonus!! Shield modifier:

  1. NEW! 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 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.:slight_smile: 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.

 

P.s.: Yes, I am sane. It all started as a simple missile idea then the whole thing just took off… I swear. :slight_smile:

Updated with 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.

NEW! ’QUASAR’ JET

 

I made two versions of this module. Enjoy.

Spoiler

Name: ‘QUASAR’ JET (v1.0)

Type: Active module

Ship type: Destroyer

Energy consumption: 1500 en

Beam range: 2 x 7000 m (two 7000 m long plasma beams to opposite directions)

Beam diameter: 100 m

Damage:  8000 dmg/sec/jet (Thermal and/or EM); 5%/sec shield, hull and energy draining

Active time: 15 sec (+2 preparation time)

Recharge time: 45 sec (starts from the activation)

Delay: 2 sec preparation time

Accretion disc diameter: 1000 m

Disc range: 15 000 m (to the direction of aim at the moment of activation)

Disc speed: 1000 m/s

Additional effects: destroys projectiles; drains shields, hulls and capacitor

Add. eff. radius: 500 m (effective in a sphere with a 500 m radius from the center of the ‘Quasar’ disc)

Damage on destruction: 6000 pts.

 

 

Lore: A new magnetic weapon in which the effects of the Gravitational Lens and ’Magnetar’ Launcher (see above) are fused together. It is capable of collecting small particles, projectiles, energy from its vicinity and transform them to plasma and shooting out two powerful beams from its core.

Effect mechanism: 1. After activation a rotating mass of energy and matter is being formed 500+ meters form the launching ship for 2 seconds.

  1. Only after this will this mass shoot out two powerful jets to the opposite directions while the whole rotating disc „slowly” starts moving (1000 m/s) to the direction where the player is aiming at the moment of activation. While forming, the plane of the accretion disc is always perpendicular to the the plane of the launching ship. Moving with the ship after activation does not change the position of the ’Quasar’ disc. The 100 m wide jets have a 7000 m range each and deal 8000 pts. thermal and EM (or just one of them but it would be nice to have both) damage.

  2. Meanwhile, from the center of the disc a secondary effect drains 5% of shields, hulls and energy from ships each second and destroys any projectiles within 500 meters to its core. Any projectiles, missiles, etc. within 500 m radius gets destroyed without exception. Ships can move freely within the effected area without speed penalty. However, the center of the ’Quasar’ deals 16000 pts dmg. Shooting through or out from inside the effected area is not possible. Any projectile shot is destroyed. (Optional: 1. Damage of the jets is increased by 1000 pts for 1 sec each time a projectile, missile, etc. is destroyed by the core of the ’Quasar’ but no more than 1000 pts. at a time. Max. dmg increase is 1000 pts. 2. The ’Quasar’ disc can be further maintained as long as the core, after its normal active time, is being fed continuously with projectiles until it reaches the edge of the map.)

  3. The accretion disc slowly rotates on every axes randomly making the path of the jets unpredictable. Rotation speed is yet to be determined. (Note: Disc-rotation may be reduced to only a single plane but that would take away all the fun:)

FoF detection is inactive. Friendly ships are also affected. The ’Quasar’ cannot be hacked by ECMs. ECMs using M.E.F. Generator are protected. The jets cannot pass through any obstacle if larger than 100 m in diameter. The accretion disc can go through smaller objects. Static objects (drones, mines, etc) planted by players are destroyed if the disc gets in range and some (drones, gates, etc.) gets destroyed by the jets as well.

Visual effect: Engineer warp gate effect or OS sector gate effects could be used for it. Also, I like the huge beam in Gas Harvest. I think it would look great as ’Quasar’ jets. In smaller scales of course.

quasar1.jpg.89504f25a24dc22ff7566bd76fccf49a.jpg

 

Name: ‘QUASAR’ JET (v2.0)

Type: Active module

Ship type: Destroyer

Energy consumption: 1500 en

Beam range: 8000 m (single beam)

Beam diameter: 100 m

Damage:  6000 dps (Thermal and/or EM); 5%/sec shield, hull and energy draining

Active time: 5 sec (+2 sec preparation time)

Recharge time: 45 sec (starts from the activation)

Delay: 2 sec preparation time

Accretion disc diameter: 1000 m

Disc range & speed: Static

Additional effects: destroys projectiles; drains shields, hulls and capacitor

Add. eff. radius: 500 m (effective only on the plane of the accretion disc)

Damage on destruction: 6000 pts.

 

 

Lore: A new magnetic weapon in which the effects of the Gravitational Lens and ’Magnetar’ Launcher (see above) are fused together. It is capable of collecting small particles, projectiles, energy from its vicinity and transform them to plasma and shooting out one powerful beam from its core.

Effect mechanism: 1. After activation a rotating mass of energy and matter is being formed 500+ meters from the ship for 2 seconds. Two ways of launching: The first option is where the player locks on a target, moves the aim to the direction where the ’Quasar’ disc is wished to be placed (500+ meters from the ship) and then activates the module. In this case the single jet always points to the direction where the marked target is at the moment of the module activation. The second option for activating the module is without locking on any target. In this case the plasma jet always points to the direction where the aim is at the moment of activation.

In both cases moving with the ship after activation does not change the position of the ’Quasar’ disc.

  1. Only after the 2 sec preparation will this mass shoot out one powerful plasma jet to the direction where the player is aiming at the moment of activation. The 100 m wide jet has a 8000 m range and deals 6000 pts. thermal and EM (or just one of them but it would be nice to have both) damage.

  2. Meanwhile, a secondary effect drains 5% of shields, hulls and energy from ships each second and destroys any weapon projectiles within 500 meters to its core. Any projectiles, missiles, etc within 500 m radius gets destroyed without exception but only on the plane of the accretion disc. Ships can move freely within the effected area without speed penalty. However, the center of the ’Quasar’ deals 16000 pts dmg. Shooting through or out from inside the effected area is not possible. Any projectile shot is destroyed.

FoF detection is inactive. Friendly ships are also affected. The ’Quasar’ cannot be hacked by ECMs. ECMs using M.E.F. Generator are protected. The jet cannot pass through any obstacle if larger than 100 m in diameter. Static objects (drones, mines, etc) planted by players are destroyed if the disc is in range and some (drones, gates, etc.) gets destroyed by the jet as well. The accretion disc destroys every projectiles, lasers, missiles passing through it therefore it can serve as a shield as well.

Visual effect: Engineer warp gate effect or OS sector gate effects could be used for it. Deploying mechanism of the engineer warp gate would work perfectly here. Also, I like the huge beam in Gas Harvest. I think it would look great as the ’Quasar’ jet. In smaller scales of course.

quasar2.jpg.251e6a41e4e457a5de245827481e4377.jpg

I like the two beam one better. Single beam would just be a finicky EM pyro.

14 hours ago, TheDarkRedFox said:

I like the two beam one better. Single beam would just be a finicky EM pyro.

Yes. The ‘Quasar’ Jet v1.0 would be much more fun.

Here, have another one: ’ TORCH LIGHTER’ ENGINE BURST

Spoiler

Name: ’ TORCH LIGHTER’ ENGINE BURST

Type: Engine modifier

Group: Pirate modules

Ship type: Destroyer (Pirate)

Energy consumption: 500 en

Active time: 5 sec

Damage: 1000 dps (Thermal); +25% main weapon overheating speed; -25% sensor range; -10 pts resistance to thermal dmg; visually distracting to players; effects hull only

Add. eff.: no afterburner for 5 sec, damaging own ship with it is allowed

Passive effect: - 5% energy use and +5% engine effectiveness in passive mode

Recharge: 180 sec

Range: 300 m

 

 

Lore: This module was created by pirates when they tried to find a solution for the blind spot in the rear section of their destroyers. Although it hasn’t been proven extremely useful damage wise, its terrifying flame effect has fast become popular among pirates.

Module effects: Upon activation the engine ejects a huge amount of fuel and plasma behind the destroyer which bursts ships into flames within 300 meters to its rear end. The plasma burning lasts 5 seconds and deals 1000 pts thermal dmg/sec. Also, it makes enemy (and friendly) ship weapon systems overheat faster by 25%, reduces sensor range by 25%, reduces thermal resistance by 10 pts, and creates a visual disturbance. FoF detection is off. As of the module user, the ship loses the ability to use afterburner for 5 sec and flying backwards at activation or flying into the plasma flames results in damaging own ship. The plasma has no effect on shield but only on hull. In order to collect enough fuel and plasma for the module, it increases the effectiveness of the engines by 5% and stores the excess energy and fuel.

Effect mechanism: Requires key binding and a single activation.

Visual effect: I can imagine some awesome flames covering ships. Either some nice red flames or blueish plasma flames.

I think it’s time to expand the key binds with 5 more. One for each modifier would be great. As I see further developments are moving toward more special passive modules that act more like active modules. Allowing maximum one special passive module per modifier type would be enough. As default, assigning to keys from 5-9 respectively would work.

I like the engine thing. Sounds a lot like an idea I had ages ago that simply made the ship trail glow very brightly and deal damage for ships that passed through it.

Another engine module messing with fuel. We vaguely talked about something similar before but this is how I imagine it in details.

’LAST RESORT’ BOMB

Spoiler

Name: ’LAST RESORT’ BOMB

Type: Engine modifier (mostly for Open Space)

Group: Pirate modules

Ship type: Destroyer (Pirate)

Energy consumption: 100 en + max 100 Fuel from fuel tank if available (not from cargo bay)

Damage: 10 000 – 50 000 EM/Thermal dmg (the amount of dmg changes by the distance from explosion)

Explosion radius: 500 m main EM/thermal damage; 5000 m EM ring

Explosion delay: max 5 sec or until player detonates it

Cell speed: 100 m/s (from behind destroyer)

Add. eff.: reduced fuel tank capacity to 20 during recharging so sector jump is not available for 180 sec (also no jump by Interstellar-drive generator (see above) if it is implemented); a fast expanding 50 m wide EM ring travels 5000 m on a random plane and disables main systems of any ships (except ECM with active M.E.F. generator) for 5 sec; module use cannot be blocked by ECMs

Passive effect: +20% fuel tank capacity; -25% fuel and afterburner energy consumption;

Recharge: 180 sec

 

Lore: Many pirates have already had some kind of DIY reserves for getaways but with this module a standard solution becomes available. It is basically a modified ejectable fuel tank module equipped with a detonator for controlled explosion. When the tank is dropped a device overcharges it and the cell fast becomes unstable which results in a huge explosion.

Module effects and mechanism:

Activation ejects part of the fuel tank with max. 100 fuel (if available) in it and slowly, with 100 m/s, moves to the direction of the back of the ship. (Optional: Module either uses all fuel up until 100 units and it does not matter if no more fuel remains; or 5-10 units of fuel always remain in the tank.) If not enough (100 units) fuel is available for the module it still gets ejected with the available amount but the damage dealt is reduced proportionally. So, when there is only 75 fuel ejected, the damage gets a 25% reduction. Fuel is used only from the tank and not from the cargo bay.     

The explosion deals gradually decreasing thermal and EM damage that changes by the distance from the center of explosion. Within 100 m radius the explosion deals 50 000 pts dmg then decreases by 10 000 pts with every 100 meters. Also, a fast expanding EM ring (50 m in diameter) shoots out to 5000 meters on a random plane and disables ships for 5 seconds upon direct hit. The ring appears only when 50 or more units of fuel are being ejected.

The module increases the max fuel capacity to 120 in passive mode. In active mode, however, max capacity gets reduced to 20 units during the 180 sec recharging time. Therefore, sector jumps are not possible at this time.

Other passive effect is the reduced energy and fuel consumption by 25%.

FoF detection is inactive. Keybinding is required. Second activation detonates the bomb.  

Visual effect: A blinding bright white and blue pulsating supernova explosion would do just fine.:slight_smile:

  

The latest creation of mine. I wanted to make it simple but failed.:slight_smile: Enjoy.

Spoiler

Name:  ID MASK

Type: Special module

Ship type: Any (or all if it is a multipurpose module)

Game mode: All

Energy consumption: 100 en for activation + 50 en/s for maintaining it

Recharge: 90 sec

Active time: as long as the real identity is not revealed but no longer than 60 sec

Add. effect: EM disruptor wave that makes all enemy ships lose target locking and tracking ability for 1 second. In open space 4 different IDs (random player, pirate, cyber, alien) can be chosen by rotating among them.  

Effect range (disruptor): 7000 m   

 

 

Lore: Modified version of Holo ship module which creates a static hologram around the ship. Also, an effect similar to the „White Noise” Jammer with some modifications is added. This model is best when there is a tumult on the battle field and an ideal tool for the most difficult operations and a great help for getting out of trouble… with a catch of course.:slight_smile:

Effects and mechanism: Upon activation an EM disruptor wave makes all enemy ships lose their ability to lock on any target or see information of any ship within 7000 meters for 1 second. This effect can warn the enemy to watch out for fake IDs.

The player using this module gets a new identity: a ’friendly to enemy’ status, new random information displayed, and an image of a random ship around the user’s ship. Fake information corresponds to the hologram displayed. Fake player name may be generated randomly or chosen from enemy team’s name list. In the latter case there may be another opportunity for the enemy to get players with fake ID busted by checking player list information. The ship type of the hologram is randomly given by the system and chosen from the same class that the ship of the user is in (or optional: same and higher class). Friendly players, team members are able to see the original ID. In PvP and Coop it is effective against enemy team players, in PvE and Spec Ops against NPCs, and in OS mode both the disruptor and the new ID display are effective against all enemy and neutral ships.

The user remains vulnerable to all enemy weapons but cannot be locked on (since ship is marked as friendly, except by enemy with Phoenix) by them when the ID Mask is active. Players with Phoenix can lock on enemy ships with fake ID and tricked by the ID Mask, their special modules, the ’Shield Sync’ and ’Amplifying Shields’, can mistakenly heal the enemy (or not, optional, but would be funny). The player with active ID Mask can still lock on the enemy. The ’Lock Who’s Locking You’ function does not allow enemies to lock on ships with fake ID. This can also be a hint about a player being around with active ID Mask.

ID mask drops: If weapons or special and active modules (except multipurpose) are used. 60 seconds after activation. If there is no enough energy left to maintain the module or the ship gets under the effect of an enemy ECM M.E.F. generator. Collision with enemy ships or getting too close to them also makes the hologram drop. Ship drops mask if it suffers major damage. (I couldn’t decide on the damage: if the ship loses shield, or loses 50% survivability, or hull gets to 50 maybe 25%. This would give another chance for unveiling masked ships.)

Any static object (drones, mines, etc.) or missile used before the activation of the ID Mask remains in enemy status and lockable (and hackable), and does not make the player lose the new ID if dealing damage to enemy.

Visual effect: Hologram effects could work the same way as for recon Holo ships. Not sure about displaying actual damage status though because enemy could see if they deal damage to a ship from their „own” team. Or, this could be another way to find fake team members. Destroyers can only have hologram of another destroyer. Interceptors or fighters e.g. could have destroyer hologram too but players would have to be careful because too high speed would give their cover away.    

Note: The use of this module could be widespread. It could serve as a way to get away from enemy and as a way to make tactical movements and get close to or behind the enemy. Also, the EM disruptor can support own team for a short time. However, it would be hard to use it without being unveiled because of the several telltale signs. Also, players could not deal damage to the enemy without losing cover which would prevent this module being OP. But this module would definitely encourage of developing an important skill: the ability of quickly collecting information from the enemy and own (!) team and adapting to the changes.

I wonder if these complex modules could ever be implemented or there is no point of coming up with such crazy ideas…

’MOLEHOLE’ SUBSPACE WARPDRIVE

Spoiler

Name: ’Molehole’ Subspace Warpdrive

Type: Active module (Transportation module)

Group: Support Class modules

Ship type: Destroyer

Damage: none

Projectile speed: 800 m/s

Delay: 1 -2(?) seconds after tunnel activation

Barrel rotation speed: 90 deg/s

Firing range: 6000 m

Damage on destruction: 6000 pts.

Energy consumption: 2000 en

Recharge: 50 s

 

Effect mechanism: Launches a projectile that travels 800 m/s and creates a tunnel for the ship when it reaches its maximum 6000 m range or gets activated earlier. The projectile is unable to damage anything since it can travel through any object. There is a short 1-2 (?)sec delay between the moment the projectile activates the tunnel and the ship gets transported. If the projectile is within an object when it reaches its maximum range or gets a second activation then the tunnel is not created. (Optional: Or, the tunnel is created but the ship is transported only to the object and stops next to it.)

Secondary effect: This module is capable of transporting any friendly and enemy ship as well. If there is any ship between the player who activated the warp drive and the end point of the tunnel during the 1-2 sec delay period, then this ship gets transported instead.  If there are multiple ships in the way then the closest to the end of the tunnel gets transported. (Optional: Both, the player who activated the module and the one closest to the endpoint gets transported.)

Note: Ships can be transported to empty space only. Getting stuck inside an object is not allowed. If the tunnel goes through multiple objects then it takes ships to the farthest possible distance. If there is a cave like space within an object, like in the ’Alpha-7’ Complex map, then it is possible to jump into the cave if the projectile can reach it.

 

Live Crystal Missile

This missile is partly based on ideas of TheDarkRedFox and other players. Originally, it was designed to add some fun to the battles but I also kept in mind its functionality. This is the first in the line of my upcoming ECM counter weapon concepts. 

Spoiler

Name:  LIVE CRYSTAL MISSILE

Type: Missile modules

Group: for all(?) ships except ECMs and Destroyers.

Effect: Creates a crystal cage around ships and blocks every in-and outbound friendly and enemy weapons and module effects. Missile does not deal damage. Can be used on friendly ships too.

Active time: 15 seconds  or until crystal cage destroyed.

Cage durability: 40 000(?) pts

Recharge:  15 sec

Charges in cartridge: 3

Cartridge reloading time: 120 sec

Flight range:  4500 m

Flight speed:  1500 m/s

Explosion radius:  No damaging explosion, missile deals no damage, cage size equals to the ship’s normal shield size

Missile type: unguided

Lore: Further progress in live crystal research resulted in the creation of this missile filled with a large amount of live crystals.

Effect mechanism: The missile does not require locking since it is unguided. Upon direct hit any target, friend or foe, gets surrounded by a crystal cage structure. The cage has 40 000(?) pts survivability. The crystal cage can be damaged by both friendly and enemy players. However, the ship surrounded by the cage suffers no damage until the cage is not destroyed or its 15 second active time doesn’t end. The ship inside the cage can not use any modules (special and active) affecting other players only self healing is possible. Similarly, other players can not use any module on a ship that is inside the cage, so, no healing modules, buffs or debuffs. Any ship (friendly too) in the cage gets a 75% speed reduction. Missile effects don’t stack in case of multiple hits but gets reset and effects start over from the last missile hit.

ECMs can be surrounded by the crystal cage when they have their M.E.F. generator activated. The M.E.F. generator can destroy the cage but in turn it has no effect on other ships. ECMs can use their special module and activate the M.E.F. generator  after they got locked in a crystal cage. If an ECM with an active M.E.F. generator is inside a cage it becomes movable, so it can be pushed or pulled out of its position with every known technique: weapons, modules or by colliding with it (especially by Reapers). The 1 second invulnerability after M.E.F. generator deactivation remains operative as before.

Optional for the sake of all funness: The crystal cage allows players sending enemy ships through engineer or any warp gates by pushing them through the gates.