Module idea's

Hi, as the selection of modules, especially of command modules, is rather slim id like to post some in the hopes the devs and others like it, i wont give numbers and do hope and believe the devs will find the right ones

Command module suggestions

“Nightwitch” ECM
This module would slow down the lock-on time of every enemy in the affected radius

“Tracker”
This module would increase the lock-on speed of every affected friendly

“EagleEye”
Increases Critical chance for every friendly in the radius

“Hammer”
Improves weapon cooling of every affected friendly

“Virus scanner”
decreases duration of status effects (stasis plasma web etc) for every affected friendly

Other Systems

“System purge”
On activation removes/reduces status effects and adds a short immunity

“Emergency capacitor”
On activation greatly improves energy management (buffs max energy and energy regen)

“Riptide targeting system”
On activation increases weapon cool efficiency, accuracy and critical chance for a short time

yes. anything that adds new content would be awesome.

yes. anything that adds new content would be awesome.

 

And then the nubs will get owned by premade teams even more because premades got all the mods available to the game while the nubs got barely any at all.

 

Other than that, yeah we could use more mods just to get some divercity out there.

Hi, as the selection of modules, especially of command modules, is rather slim id like to post some in the hopes the devs and others like it, i wont give numbers and do hope and believe the devs will find the right ones

Command module suggestions

“Nightwitch” ECM

This module would slow down the lock-on time of every enemy in the affected radius

“Tracker”

This module would increase the lock-on speed of every affected friendly

“EagleEye”

Increases Critical chance for every friendly in the radius

“Hammer”

Improves weapon cooling of every affected friendly

“Virus scanner”

decreases duration of status effects (stasis plasma web etc) for every affected friendly

Other Systems

“System purge”

On activation removes/reduces status effects and adds a short immunity

“Emergency capacitor”

On activation greatly improves energy management (buffs max energy and energy regen)

“Riptide targeting system”

On activation increases weapon cool efficiency, accuracy and critical chance for a short time

  • 1 those modules Sounds nice , good idea . Though they’ll have to be tested if these , in conjunction to the Allready existing ones, are not gamebraking or simply overpowered. But would like to have all of them …ON ONE SHIP xD * kidding*

^^ nice to see some like those ideas

 

Too bad no one saw my little respectfull notch to (female) russian pilots of ww2 (or if said anything to it)

We need more engineering modules

I agree, tho i got no ideas for those, im just a frontsow, slaughtering everything in my sight to get my team time and take pressure^^

 

Someone whos more the supporter* could probably think something up to suggest

 

 

 

 

*i aint saying frigate coward, i know even you in your big bulky thingies are usefull :stuck_out_tongue_winking_eye:

I agree, tho i got no ideas for those, im just a frontsow, slaughtering everything in my sight to get my team time and take pressure^^

 

Someone whos more the supporter* could probably think something up to suggest

 

 

 

 

*i aint saying frigate coward, i know even you in your big bulky thingies are usefull :stuck_out_tongue_winking_eye:

Thx alot for being so polite xD

Agree , more Engineering is needed. As a quick thought , i would like to build Kind of Mini-Beacons which are stationary and have different functions like the repair moduls (hüll & shield) and last for e.g. 2 min. ?? And not more than one can build at the Same time. Additionaly one with turrets , so a tiny weaponplatform . Or one for detection ?

Deployable gun turrets sounds quite awesome if done right. Or buff “beacons”.

 

A “module extender beacon” for example, adding a second area where a frigates modules radiate from.

 

Also you’re welcome, i got to be nice to frig jockeys, afterall im regularly hugging your hulls as bait and healing :wink:

For the Gun turrets i suggest Same dmg-output as the beacon drones e.g. Buff Beacons sounds nice too e.g. Improved fortification = it takes the enemy longer to capture it.

Aha , thats why my Frig suddenly looses speed , adding your Fighters weight to my hull is stressing my engines . Damn those huggings xD

Edit: now that i’ve gotten me some sleep , what about Traps, similar to minefields . Though in module form. With such cool effects like propulsion inhibitor , elelct. Interferrenz , Ion beam but NOT Stasis :wink:

On the note of healing, how about this for a pair of interceptor modules? 

 

A constant-activation module (similar to fighter resist and frigate healing ones).  Heals the friendly ship with the lowest shields within X000 meters for X number of shield points per second, and increases all shield resistances by X for as long as it is doing this.  Only targets one ship at a time, and it would calculate which ship is the lowest and should be healed once every 5 seconds (so its not constantly switching back and forth and potentially being a drain on server resources).  Cannot target the interceptor itself. 

 

And a separate corresponding hull version of the above idea, of course. 

 

One idea for this would be to make it about 2-3x the healing power of a frigate’s equivalent, with equal or slightly greater ability relative to the fighter’s AoE resist modules as well, and to actually LET it be able to target the interceptor carrying it.  But as a drawback, the interceptor cannot fire its weapons or use afterburners while it is active, and it would also have a faint line of energy connecting the interceptor to the ship being healed (so as to make it obvious to enemy players that there is a healer around).  This would effectively make its use something the pilot would have to actually have to think about when and where to use.