So yeah because there is gonna be a new faction soontm there should also be new implants to go with it. This could give way to a number of extremely interesting buffs!
And as usual I have a couple of ideas for them~
Ellydium Implant Tree:
2: Gives a 12pt/s regen to your hull. Also boosts hull resistance by 10 pts.
2: Increases active module range by 20%.
3: Gives your ship a small barrier to absorb 3,500 damage. Regenerates in 90s.
4: Firing a missile has a 10% chance of not consuming ammo.
5: Allows the user to warp 1,500m forwards by double-tapping forward.
6: Kinetic critical hits crate a 50m explosion. EM critical hits drain 25pts of energy. Thermal critical hits burn the target for an additional 500 damage over 1 second.
7: 1 point of energy is regenerated for every 100 damage dealt.
8: Activating a multipurpose module will remove any negative effects on the user.
9: A dumbfire thermal rocket can be fired every 4 seconds while the current missile cassette is reloading or is absent. Deals 3,000 damage at 2,500m.
10: Activating an active module has a 10% chance to boost all stats and effects by 25%.
11: Critical hits will slow the target by 1% for 2 seconds. The effect stacks for up to 45%.
12: If the ship’s speed is below 50% of maximum, their active modules reload 25% faster.
13: “Neuroconnector “Titan II”” Upon destroying an enemy or assisting with damage, the user’s resistances are all increased by 8pts. This effect stacks infinitely.
14: The user’s weapons deal 35% more damage and all active modules are refreshed once the shield is lost with 120 second activation intervals.
15: Wins give a number of Galactic Standards equivalent to 1% of your effectiveness score. Active module strength increased by 5%. Galactic Standards bonus available on ships of any rank.
The devs never read my requests in time. I have on the time that one was fired a while ago but my request wasn’t read until two weeks later after they had already hired another! XD
So yeah because there is gonna be a new faction soontm there should also be new implants to go with it. This could give way to a number of extremely interesting buffs!
And as usual I have a couple of ideas for them~
A while ago it was announced that a new faction was in the pipeline. New ships and implants and mechanics etc etc etc. Just more story and more fun. :3
A while ago it was announced that a new faction was in the pipeline. New ships and implants and mechanics etc etc etc. Just more story and more fun. :3
Must be the new alien stuff,that or just something that might not have anything to do with the game for a dose of diversity and to add up to the clicheic nonrealism to distract you from the reality’s problems.Also 4 5 9 11 and 15 are kinda broken but surewhynot.
So yeah because there is gonna be a new faction soontm there should also be new implants to go with it. This could give way to a number of extremely interesting buffs!
And as usual I have a couple of ideas for them~
Ellydium Implant Tree:
2: Gives a 12pt/s regen to your hull. Also boosts hull resistance by 10 pts.
2: Increases active module range by 20%.
3: Gives your ship a small barrier to absorb 3,500 damage. Regenerates in 90s.
4: Firing a missile has a 10% chance of not consuming ammo.
5: Allows the user to warp 1,500m forwards by double-tapping forward.
6: Kinetic critical hits crate a 50m explosion. EM critical hits drain 25pts of energy. Thermal critical hits burn the target for an additional 500 damage over 1 second.
7: 1 point of energy is regenerated for every 100 damage dealt.
8: Activating a multipurpose module will remove any negative effects on the user.
9: A dumbfire thermal rocket can be fired every 4 seconds while the current missile cassette is reloading or is absent. Deals 3,000 damage at 2,500m.
10: Activating an active module has a 10% chance to boost all stats and effects by 25%.
11: Critical hits will slow the target by 1% for 2 seconds. The effect stacks for up to 45%.
12: If the ship’s speed is below 50% of maximum, their active modules reload 25% faster.
13: “Neuroconnector “Titan II”” Upon destroying an enemy or assisting with damage, the user’s resistances are all increased by 8pts. This effect stacks infinitely.
14: The user’s weapons deal 35% more damage and all active modules are refreshed once the shield is lost with 120 second activation intervals.
15: Wins give a number of Galactic Standards equivalent to 1% of your effectiveness score. Active module strength increased by 5%. Galactic Standards bonus available on ships of any rank.
1+1: hull regeneration should be based on ship size, not a fixed amount for all ships, otherwise interceptors get the best of it, and balancing for interceptors will make hull regen useless for any bigger ship.
5: fun
6: Maybe a dps/dmg % would do better, allowing for EM weapons that dont fire as fast as RF blaster and PG to actually drain some energy. Otherwise its an interceptor anti interceptor implant.
7: consider than J7 implant transforms 15% dmg into energy (for shield dmg), this module transforms 1% dmg into energy. 7,5% would go better.
8: a quick combat reboot? mmmhh…
9: in terms of dmg and reload time: this missile is better than fighter ones…i would deliberately leave the missile slot empty for CQC builds.
11: same than 6. You are encouraging the use of specific ships (gunships with rails) with the most RoF you can get.
13: needs to have a limit, like J13.
15: does this counts for PVE-coop too?
6+11: I was just trying to make more crit-chance reliant builds more viable like crit boost builds. But I guess this could just be a set chance percentage.
7: Yeah probably. Just made it so low because people always complain about “OP” for no reason.
8: Combat reboot makes you invincible for a period of time. This implant only removes debuffs.
9: I guess it should probably do less, but it is just infuriating when people don’t use ammo. Like are you going to miss that 10k that badly?
13: It’s a reward for not dying. And unless you get 20 kills in a match it won’t be -too- effective.
13: and we had a lot of people claiming T5 was so unbalanced cause the winning team would snowball into buffs after gaining a bit of advantage, making the gap bigger and bigger.
15: people could focus to farm it, where tourney seems the proper way to do so:
I understand the casual 80+ battles but I’ve never seen one over 100! XD
So maybe 0.1%. XD
That way only those who truly did a lot would be rewarded with greater amounts of GS.
As for the R13 one I guess I sorta see what you mean. It just seemed like it fit a bit better because as of now they are all offensive. The next faction is supposedly “different than all the others” so it just fit.
ideas are good, but they need some tweak. Like for the GS thing, amount should be really low (taking as example the T4 rewards for owning a GS sector: 12 GS per win and cant exceed more than 5 per day).
We have no plans for new implant tree. Implants are common for every faction, why separate the new one? I think you’ll find enough new and unique features in the new expansion ”)
lol actually that was one of the ideas I had for this new poll thing. There are crew for each faction but not one for elly yet. also the r15 one is bonuses so I also say we make another column that uses the r15 bonuses as bonuses only and make r15 actually decent ones. Getting to rank 15 should be a bigger deal than what it currently is. You just reached top fukn rank for that faction and all they do is give you a lame bonus. pleh