HULL:
- RECON - DISTRACTING HULL - ENEMIES CAN’T MARK YOU AS TARGET WHEN YOU AREN’T USING AFTERBURNERS (YOU CAN STILL BE DETECTED BY RADARS).
- ECM - ELECTROSTATIC HULL - STOPS ENEMY FOR 2 SECONDS, ACTIVE EVERY 25 SECONDS.
- COVERT OPS - ACID ALLOY - AFTER COLLISION ACID SLOWLY DAMAGING ENEMY HULL (LIKE TAI’THAQ) WITH 100-400DAMAGE/SEC (DEPENDS ON SHIP SIZE) FOR 5 SECONDS. SHIP RECEIVING X2 DAMAGE FROM EVERY COLLISION.
- GUNSHIP - SPIKY HULL - DEALING X2,5 COLLISION DAMAGE.
- TACKLER - MAGNETIC HULL - WHEN YOU COLLIDE WITH ENEMY, YOU ATTRACT HIM/HER WITH ~150M/S SPEED FOR 4 SECONDS, BUT YOU ARE SLOWED DOWN WITH SAME SPEED.
- COMMAND - RESONANT HULL - INCREASING ALLIES HULL RESISTANCE TO ALL DAMAGE TYPES BY 8PTS IN 5KM RANGE.
- ENGINEERING - LIQUID ALLOY - YOU CAN HEAL ALLY BY TOUCHING HIM/HER WITH 250HEAL/SEC SPEED.
- GUARD - ULTRA-SMOOTH SURFACE - REFLECTING 50% OF CRITICAL HITS TO ENEMY.
- LONG RANGE - CAMOUFLAGE - YOUR SHIP IS INVISIBLE, BUT IT REFRACTS LIGHT (ENEMIES STILL CAN SEE YOU, BUT HARDER). HULL STRENGHT IS DECREASED BY 25%.
SHIELD:
- RECON - ELECTROMAGNETIC SHIELD - DEALING 50-200DAMAGE/SEC (DEPENDS ON SHIP SIZE) TO EVERY INVISIBLE (RADIO-ABSORBING FIELD TOO) ENEMY IN 2KM RANGE.
- ECM - NEGATIVE-ION SHIELD - DRAINS 10-50 (DEPENDS ON SHIP SIZE) ENEMY ENERGY/SEC IN 1KM RANGE.
- COVERT OPS - DISCHARGING SHIELD - WHEN YOU COME TO 100M OR CLOSER DISTANCE TO ENEMY, YOUR SHIELDS ARE DEPLETED AND DEALING X2 DAMAGE TO ENEMY. ACTIVE EVERY 1 SECOND.
- GUNSHIP - ANTIMATTER SHIELD - DEALING 25DAMAGE/0,5SEC TO EVERY ENEMY IN 150M RANGE.
- TACKLER - POSITIVE-CHARGED SHIELD - SHIP IS IMMUNE TO CONTROL EFFECTS AND ENERGY DRAIN, BUT SPECIAL MODULE DURING IS REDUCED BY 30%
- COMMAND - “CALORIC FLUID” SHIELD - INCREASING SHIP AND ALLY ENERGY REGENERATION RATE BY 25% IN 3KM RANGE, BUT REDUCING SHIP HULL STRENGHT BY 25%
- ENGINEERING - ELECTRIFIED FIELD - SURROUNDS SHIP WITH A BIG 3KM SHIELD, RESTORING 10-100PTS/SEC (DEPENDS ON SHIP SIZE) OF ALLY SHIELDS AND ENERGY.
- GUARD - EXPANSION SHIELD - INCREASING SHIP AND ALLIES SHIELD SIZE BY 25% IN 2,5KM RANGE
- LONG RANGE - ANTI-GRAVITY SHIELD - SHIP SHIELD PUSHING EVERY ENEMY WITH 200M/S SPEED IF HE/SHE COME CLOSER THAN 500M.
ENGINE:
- RECON - SECRET LINK - WHEN SHIP HULL STRENGHT IS LESS THAN 10%, IT TELEPORTS TO ENEMY SPAWN.
- ECM - IONIZED STREAM - DECREASING ENERGY OF SHIPS BEHIND YOU BY 30PTS/SEC IN 50M RANGE.
- COVERT OPS - LIQUID CRYSTALS - ENGINES EJECT AWESOME CHEMTRAILS (HEHEHE)  WHICH POISON ENEMIES WITH 10DAMAGE/0,1SEC (EXCEPT ELI SHIPS - 30DAMAGE/0,1SEC).
- GUNSHIP - NUCLEAR ENGINE - DEALING 100DAMAGE/SEC TO ENEMIES BEHIND YOU IN 150M RANGE WHEN AFTERBURNER IS ON.
- TACKLER - ENERGY REDIRECT - WHEN SHIP IS USING SPECIAL MODULE, SPEED, ROTATION AND STRAFE IS INCREASED BY 30%.
- COMMAND - ATOMIC HYDROGEN EMITTER - INCREASES YOUR AND ALLIES SPEED BY 15% IN 2,5KM RANGE.
- ENGINEERING - ELECTROMAGNETIC ENGINE - WHEN SHIP USING AFTERBURNER, ALLIES SHIELD IS REGENERATED WITH 75PTS/SEC SPEED IN 1,5KM RANGE.
- GUARD - ELECTROMAGNETIC ALLOY - INCREASING HULL STRENGHT BY 50%, BUT SHIP IS SLOWED DOWN BY 50% AND IT RESISTANCE IS REDUCED BY 15PTS.
- LONG RANGE - REVERSE ENGINE - INCREASING REVERSE SPEED BY 70%.
CAPACITOR:
- RECON - SPINNING CORE - ROTATION SPEED AND ACCELERATION IS INCREASED BY 100%, BUT SHIP SPEED IS REDUCED BY 25%.
- ECM - ELECTROMAGNETIC JAMMER - SLOWING DOWN MODULE RELOADING TIME OF ALL ENEMIES IN 1KM RANGE BY 25%.
- COVERT OPS - HYBRID CAPACITOR - “CALORIC FLUID” IS ADDED TO FUEL AND INCREASING PLASMA WEB DAMAGE BY 45%.
- GUNSHIP - WEAPON CHARGER - WHEN ENERGY IS FULL, MAIN WEAPON DEALING 25% MORE DAMAGE.
- TACKLER - EMERGENCY BATTERY - WHEN ENERGY IS DEPLETED, BATTERY CHARGING IT TO 50%. ACTIVE EVERY 20 SECONDS.
- COMMAND - ELECTROMAGNETIC AMPLIFIER - INCREASING DIFFUSION SHIELD DURING TIME BY 4SEC.
- ENGINEERING - SUPPLY RELAY - INCREASING YOUR WEAPON HEALING BY 65% WHEN YOU AREN’T USING AFTERBURNER.
- GUARD - ENERGY RELAY - EXCESS OF ENERGY IS USED TO REGENERATE SHIELDS. 1PTS - 1SP.
- LONG RANGE - “CALORIC FLUID” EMITTER - BRIGHT 500M RANGE CLOUD SURROUNDS SHIP, DEALING 60DAMAGE/SEC TO ENEMIES INTO IT. CLOUD MOVES WITH YOU.
CPU:
- RECON - HEAVY SYSTEM - WHEN YOU AREN’T USING AFTERBURNER, RADAR RANGE IS INCREASED BY 100% AND BEACON CAPTURE IS INCREASED BY 30%
- ECM - ENEMY SYSTEM ANALYZER - INCREASING NEGATIVE EFFECTS DURING TIME BY 30%
- COVERT OPS - IDENTIFICATION TRICKSTER - YOU ARE MAKED AS ENEMY ALLY FOR 5 SECONDS.
- GUNSHIP - IMPACT DISCHARGE - INCREASES STANDARD AND SPECIAL MODULE ATTRIBUTE BY 30% BUT INCREASES RELOADING TIME BY 15%.
- TACKLER - SCANNING PROBE - TARGETTED ENEMY RECEIVING 30% MORE DAMAGE.
- COMMAND - SYSTEM OPTIMIZATION - INCREASES ENERGY AND SHIELD POINTS BY 10%.
- ENGINEERING - ADVANCED CONSTRUCTOR - ACCELERATES RELOADING OF STATIC SHIELD, WARPGATE AND AUTONOMIC HEALING STATIONS BY 40%.
- GUARD - ANTI-VIRUS - SHORTENS NEGATIVE EFFECTS FOR YOU AND YOUR ALLIES BY 30%.
- LONG RANGE - LENS ANALYZER - INCREASES DISINTEGRATOR RANGE BY 5KM.
Uh… finally done!
Only for standard ships.
Caloric theory
It might need a bit improvements and I hope we see it in the game.
And one offtop: What about fight - collaboration of standard factions against ELI (III Reich xD)?
I won’t be hurt if it will be a bit paying for it ”).
For stripped colour version, check in posts.
You need to do less coloring … ill put this up for review soo, make it pretty lol
ECM - ELECTROSTATIC HULL - STOPS ENEMY FOR 2 SECONDS, ACTIVE EVERY 25 SECONDS.
LOL - This one got me rollin’…
+1
The ideas are nice, but the numbers are way too optimistic 
Why less coloring? It’s easier to read it now.
24 minutes ago, AKmatiAK said:
Why less coloring? It’s easier to read it now.
I assume he was only joshing you… It is easier to read but very uncommon to see but not like its an issue thus pulling your chain.
37 minutes ago, AKmatiAK said:
Why less coloring? It’s easier to read it now.
to make it readable? like this:
- Hull
-
Recon - name - something something
or better
- Ship class
-
Slot1 - name - something something
-
Slot2 - name - something something
Ok, do not focus on formating. 
3 minutes ago, AKmatiAK said:
Ok, do not focus on formating. 
O.o Its fine dude. Joshing = just kidding around…
Now say what you think about it? Any improvements?
5 minutes ago, AKmatiAK said:
Now say what you think about it? Any improvements?
Its fine dude… The devs will do with it as they please anyway… I like it in overall but yeah the numbers in some areas may be a bit too much but like I said the devs will do with it as they please. Thank you for your efforts.
38 minutes ago, AKmatiAK said:
Now say what you think about it? Any improvements?
Make it readable for normal human beings, and some of us might even read it. You lost me at
H
Or don’t, because its not like their opinion on it will change the outcome anyway lol (like we have a say O.o), otherwise if you want feedback then yes, you might consider more appropriate formatting.
hull:
recon - distracting hull - enemies can’t mark you as target when you aren’t using afterburners (you can still be detected by radars).
ecm - electrostatic hull - stops enemy for 2 seconds, active every 25 seconds.
covert ops - acid alloy - after collision acid slowly damaging enemy hull (like tai’thaq) with 100-400damage/sec (depends on ship size) for 5 seconds. ship receiving x2 damage from every collision.
gunship - spiky hull - dealing x2,5 collision damage.
tackler - magnetic hull - when you collide with enemy, you attract him/her with ~150m/s speed for 4 seconds, but you are slowed down with same speed.
command - resonant hull - increasing allies hull resistance to all damage types by 8pts in 5km range.
engineering - liquid alloy - you can heal ally by touching him/her with 250heal/sec speed.
guard - ultra-smooth surface - reflecting 50% of critical hits to enemy.
long range - camouflage - your ship is invisible, but it refracts light (enemies still can see you, but harder). hull strenght is decreased by 25%.
shield:
recon - electromagnetic shield - dealing 50-200damage/sec (depends on ship size) to every invisible (radio-absorbing field too) enemy in 2km range.
ecm - negative-ion shield - drains 10-50 (depends on ship size) enemy energy/sec in 1km range.
covert ops - discharging shield - when you come to 100m or closer distance to enemy, your shields are depleted and dealing x2 damage to enemy. active every 1 second.
gunship - antimatter shield v2 - dealing 25damage/0,5sec to every enemy in 150m range (btw antimatter is not lighter than standard matter, and it react with standard matter emitting energy. current “antimatter shield” is wrong named.).
tackler - positive-charged shield - ship is immune to control effects and energy drain, but special module during is reduced by 30%
command - “caloric fluid” shield - increasing ship and ally energy regeneration rate by 25% in 3km range, but reducing ship hull strenght by 25%
engineering - electrified field - surrounds ship with a big 3km shield, restoring 10-100pts/sec (depends on ship size) of ally shields and energy.
guard - expansion shield - increasing ship and allies shield size by 25% in 2,5km range
long range - anti-gravity shield - ship shield pushing every enemy with 200m/s speed if he/she come closer than 500m.
engine:
recon - secret link - when ship hull strenght is less than 10%, it teleports to enemy spawn.
ecm - ionized stream - decreasing energy of ships behind you by 30pts/sec in 50m range.
covert ops - liquid crystals - engines eject awesome chemtrails (hehehe) which poison enemies with 10damage/0,1sec (except eli ships - 30damage/0,1sec).
gunship - nuclear engine - dealing 100damage/sec to enemies behind you in 150m range when afterburner is on.
tackler - energy redirect - when ship is using special module, speed, rotation and strafe is increased by 30%.
command - atomic hydrogen emitter - increases your and allies speed by 15% in 2,5km range.
engineering - electromagnetic engine - when ship using afterburner, allies shield is regenerated with 75pts/sec speed in 1,5km range.
guard - electromagnetic alloy - increasing hull strenght by 50%, but ship is slowed down by 50% and it resistance is reduced by 15pts.
long range - reverse engine - increasing reverse speed by 70%.
capacitor:
recon - spinning core - rotation speed and acceleration is increased by 100%, but ship speed is reduced by 25%.
ecm - electromagnetic jammer - slowing down module reloading time of all enemies in 1km range by 25%.
covert ops - hybrid capacitor - “caloric fluid” is added to fuel and increasing plasma web damage by 45%.
gunship - weapon charger - when energy is full, main weapon dealing 25% more damage.
tackler - emergency battery - when energy is depleted, battery charging it to 50%. active every 20 seconds.
command - electromagnetic amplifier - increasing diffusion shield during time by 4sec.
engineering - supply relay - increasing your weapon healing by 65% when you aren’t using afterburner.
guard - energy relay - excess of energy is used to regenerate shields. 1pts - 1sp.
long range - “caloric fluid” emitter - bright 500m range cloud surrounds ship, dealing 60damage/sec to enemies into it. cloud moves with you.
cpu:
recon - heavy system - when you aren’t using afterburner, radar range is increased by 100% and beacon capture is increased by 30%
ecm - enemy system analyzer - increasing negative effects during time by 30%
covert ops - identification trickster - you are maked as enemy ally for 5 seconds.
gunship - impact discharge - increases standard and special module attribute by 30% but increases reloading time by 15%.
tackler - scanning probe - targetted enemy receiving 30% more damage.
command - system optimization - increases energy and shield points by 10%.
engineering - advanced constructor - accelerates reloading of static shield, warpgate and autonomic healing stations by 40%.
guard - anti-virus - shortens negative effects for you and your allies by 30%.
long range - lens analyzer - increases disintegrator range by 5km.
If it does not fit you, go eat snickers.
takes a minute to do minimal formatting… and why not just change the original?
Original is even better. I hate reading not-colored unformated big amount of text.
What we really need is
-way to disperse elly emergency capsules (they give way to much survivabilty compared to emergency barrier)
-way to cut off taikin crazy roll and strafe speed (small drone or relying on Tharga is insignificant)
-way to cut off taikin constant warping (big drone and inhi beam are too easy to break and require clean line of vision)
-way to avoid taial missiles
-way to significally reduce inhibitor crystal and tharok damage
-way to shake off satellite crystal
-way to defend against abduction crystal
-way to have matches without elly ships at all
2 minutes ago, AKmatiAK said:
Original is even better. I hate reading not-colored unformated big amount of text.
highlighting stuff with some colors is not the same as formatting. and defeats the purpose of highlighting