Module Concepts by SIN

ECCM Shield - Stun Redirector

Spoiler

Name:  ECCM SHIELD – STUN REDIRECTOR

Type: Active modules

Group: Multipurpose modules

Ship type: All(?) except ECM

Energy consumption: 300 en

Active time: 5 sec

Damage: None

Effect: Prevents or removes target locks, removes ECM stuns

Recharge: 90 seconds

 

Lore: A long waited and worthy tool in electronic warfare with many useful features. This module’s sole purpose is to prevent a ship to get stunned by ECMs.

Effect mechanism: This module can be activated any time, before or after an ECM used its stun modules on the ship. This means the ECCM Shield can prevent or remove ECM negative effects. However, the ECCM is not able to prevent the effect of the M.E.F. Generator. The module also prevents ships to be locked on by any ship or if already locked then it removes it. It has no effect on guided torpedoes therefore they will stay on target.

The module has a negative effect however. It redirects lock on systems and stun effects to the closest friendly ship within the module and sensor range of the enemy ECM. This means the target lock marker jumps to another friendly ship within a second (or instantly). If the ship is stunned and activates the ECCM, the negative effects also jump to the closest friendly ship. If there is no other ship close enough then the negative effects simply get removed.

Note: The ECCM module may be effective against other negative effects like those of tacklers, recons, etc. The module may not be allowed to be equipped on ships with debuffing modules and destroyers. Also, the ECCM could be a CPU passive module instead of being an active module. In this case there would be no energy consumption and it could activate and give 5 second protection when the ship first gets stunned. The recharge time could stay the same 90 second.

 

I love all of them :O!

Btw what do you think about a EMP aura generator system module on the destroyer?

2sec of activation

Generate a huge 2500m cloud that paralyzed for 1 sec every ship in the area and turn off hud and radar, locking missiles, blind lrf who aim at the area for 15 sec.

Reload time: 95 sec

The more energy the dest have bigger the cloud will be(2500 max).

So what do you think? ^^

8 hours ago, EndeavSTEEL said:

So what do you think? ^^

I don’t think it’s a good idea to give ECM skills to the destroyers. Besides, it is not their role to stun or debuff. The destroyer role is supporting with firepower and tanking by soaking up bullets. Also, there are modules already doing these things: the LRF’s IR pulsar, the Covops’ “White Noise”, the ECM’s M.E.F. generator. I am not a big fun of disabling modules anyway. I like unique abilities more.  

Two in one missile concept:

Laser grenade or Laser web

Spoiler

Name: LASER GRENADE (v1.0)

Type: Missile modules

Group: for all(?) ships

Effect: Creates a ball of numerous laser beams, destroys missiles, mines, ships and other objects

Recharge:  10 sec

Charges in cartridge: 5

Cartridge reloading time: 120 sec

Flight range:  10 000 m

Flight speed:  1600 m/s

Damage: 8000 pts

Damage radius:  50 m

Missile type: unguided

Lore: Statistics showed that anti-missile systems are not often used on several ship types because pilots prefer other, more beneficial modules and they don’t want to waste a valuable module slot. To solve the problem of not having anti-missile defense a new missile type was created. It destroys missiles, mines, and it also kept its main ship damaging missile function.

Effect mechanism: 5 unguided grenades flying with 1600 m/s to the maximum of 10 000 meters. It avoids collision with ships so the grenade always reaches the maximum range unless it hits a large object on the map or an anti-missile system destroys it. Only missile shield can destroy the grenades. Grenades can wipe out enemy missiles, mines and any deployed object within 50 m radius. It can also deal 8000 dmg to any ship in range.

Visuals: A laser ball. Something like this for example:

laser2.jpg.a88dddbdc9c0a3e1fd742745e0b31aff.jpg

Name: LASER WEB (DRONES) (v2.0)

Type: Missile modules

Group: for all(?) ships

Effect: Interconnected drones create a laser web, destroys missiles, mines, ships and other objects

Recharge:  10 sec

Charges in cartridge: 5

Cartridge reloading time: 120 sec

Flight range:  10 000 m

Flight speed:  1600 m/s

Damage: 8000 pts

Damage radius:  50 m

Missile type: unguided

Lore: Statistics showed that anti-missile systems are not used on several ship types because pilots prefer other, more beneficial modules and they don’t want to waste a valuable module slot. To solve the problem of not having anti-missile defense, a new missile type was created. It destroys missiles, mines, and it also kept its main ship damaging missile function.

Effect mechanism: Small connected drones beaming laser towards each other and creating a laser web while flying with 1600 m/s to the maximum of 10 000 meters. The web avoids collision with ships so it always reaches the maximum range unless it hits a large object on the map or an anti-missile system destroys it. Only missile shield can destroy the drones. It can wipe out enemy missiles, mines and any deployed object within 50 m radius. It can also deal 8000 dmg to any ship in range.

Visual: Maybe like this:

57d795d6f37b7_laserwiresample.jpg.d6af1701b7d2c3ddc076500c85bc27f2.jpg

P.s.: Imagine having this anti-missile weapon when there are tempest launcher missiles coming towards you.:) 

Destroyer Module Shield

Spoiler

Name: DESTROYER MODULE SHIELD

Type: Shield modifier

Ship type: Destroyer (only)

Effect (+): increases main shield resistance by 50(?) pts.; provides a small shield for every damageable destroyer module except for the engine

Effect (-): energy regeneration decreased by 5%; barrel roll speed decreased by 10%

Active time: Continuous until shield is destroyed

Durability: 5000 shield pts. with 25(?) resistance to any damage type

Recharge speed/time: 50 pts/s; maximum 100 seconds

Description: This passive shield module provides a small shield for destroyer modules within the ships’ main shield. Enemy can’t fly inside and bypass this shield. The shield is not available for destroyer engines. The module’s main function is to increase main shield resistance and the secondary function is to provide small shield for modules. The small shields regenerate 50 pts in every second but in turn it reduces energy regeneration. Also, because of the size of the shield generators, the barrel roll speed is decreased by 10%.

Note: There were talks about making modules lockable and about module health displayed. It could be implemented along with this Destroyer Module Shield.        

 

I feel like inventing something so if there is an urgent need for any module I am taking orders.  

Name:  AUXILIARY WEAPON CONTROL SYSTEM  

Type: Ammunition

Group: for all(?) ships (except ECMs:)

Effect: Removes any negative effects of the Stasis Generator, Ion Diffuser and the Ion-beam Warhead Missile regarding main weapons

 

Description: This type of ammunition provides a spare weapon control system which activates when any enemy tries to freeze the main weapons. Other debuffs, like movement and active module blocking, remain effective.

Another Anti-ECM module: Energy Cell Overcharge

Spoiler

Name: ENERGY CELL OVERCHARGE

Type: Capacitor modifier

Group: Anti-ECM module

Ship type: All

Effect: Increases capacitor volume by 15% (basic passive function); Increases efficiency of weapons, active modules and engines by 5% for the same time ECM stuns lasted after stuns end

Active time: max 10 sec efficiency boost

Cooldown time: 30 sec between efficiency boosts

 

Lore: While a ship is stunned by ECM modules a lot of energy remains unused by the weapons. This excess energy gets stored and later used for increasing the efficiency of ship devices after they become operative again.

Description: The module provides a constant 15% capacitor volume increase. The 5% efficiency boost activates only when an ECM uses Stasis generator or Ion diffuser against the player. Other stun modules don’t give this bonus.  

If Stasis Generator is used, then the followings get improved: maximum speed, every parameters of the active modules, and main weapon damage.

If Ion diffuser is used, then active module parameters and main weapon damage gets improved.

The 5% increase time depends on how long the different enemy stuns last (continuously!). These time periods stack if multiple stuns are used but for no longer than 10 seconds. The 5% value remains the same. Efficiency boost can be delayed by newer stuns but after weapons/modules/engines become operative the boost will be provided for the remaining time. Exceptions are the M.E.F. generator and Ion-beam warhead missile. These two can completely block efficiency boosting and set it to cooldown period. Since the Stasis generator and the Ion diffuser don’t have the exact same effects, if these are used one after another, then the boost times are calculated separately for speed, weapon damage and active module parameters.

 

Anti-anything module:

Capacitor Overload

 

Name: Capacitor Overload

Type: Active Module

Ranks: 8-15

Recharge: 30 seconds

Energy: All

Range: 2,500m

Tooltip: Funnels your energy in to the target’s capacitors to overload them and deal damage proportional to their capacitor volume.

21 minutes ago, TheDarkRedFox said:

Anti-anything module:

Capacitor Overload

It is nice, I like it, but completely different from mine. Yours is an active module that is independent from other players (esp. from ECMs) and functions as an attacking module. But the overcharging/loading idea is the same. ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) 

3 minutes ago, Sinaka said:

It is nice, I like it, but completely different from mine. Yours is an active module that is independent from other players (esp. from ECMs) and functions as an attacking module. But the overcharging/loading idea is the same. ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) 

Indeed. And use them in tandem for the ultimate counter-back for ECM’s.