New Special Modules

Do you remember the good old times? You know, when each faction had its own special modules, which were not available to other factions?

Of course this made some factions/ships OP/UP and it was a wise decision to mix the special modules. But I think, that this also ruins the uniqueness of the factions a little bit.

So I thought, that each faction should get their own special modules, but not in the old-fashioned way, but in a new and interesting way. One example, which is already in the game are the two LRF modules of Jericho and Empire LRF’s. My suggestion is to replicate this system and give each role a different special module, depending on the faction. I will list my ideas below, I will not mention every module, that’s why I ask you to share your ideas how the special modules should work. 

The current list:

 

Interceptors:

 

Microjumpdrive: The Microjumpdrive will be the Federation Recon SM. It will allow the ship to make three 3km jumps in rapid succession, and can jump through solid materials (asteroids, ships, etc.).

Recon: 

Microwarp.png: The Microwarpdrive (MWD for short) will be the Empire Recon SM. It will keep it’s original functinality.           

 

Covert Ops:

 

ECM:

 

Fighters:

 

Chameleon.png: The Chameleon Module could be the SM of the Jericho Tackler. It will keep its original functionality.

Tackler: 

Laurin/Hologram: This module will create a hologram of your ship, which can be spotted and targeted. If you fire at the hologram, your shots/missiles will go trough it, make no damage and the hologram  

will still be there. While your hologram distracts your enemies, your ship will have the same effects, which occur when you use an adaptive camo with a Covert Ops ship. This means, that you can’t be

spotted, but remain visible. The hologram will fly just like you, only mirrored. It will fly through anything (asteroids, ships, etc.) and last for 18 seconds.

 

Gunship:

 

Command:

 

Frigates:

 

  PhaseShield.png:The Phase Shield could be the SM of the Federation Guard frigate. It will keep its original functionality.

Guard: 

 Fortress Mode: The Fortress Mode could be the SM of the Jericho Guard frigate. When the siege mode is active the ship’s engine and strafing speed is cut by 90% and the module will drain energy from  the capacitor. The value is calculated based on the energy income, so that the capacitor doesn’t recharge, even if it gets energy support from an Engi. The bonuses of the module are a high shield resistance

rating and a high weapon damage bonus. This module would make the Guard better at protecting stationary objectives.

 

                    

Engineering: 

 

 

 

As I said this list is far from being completed, so if you have ideas, post them and I will add them or change already existing ones, if you have good arguments, saying why.

Thanks for reading, goodbye.

Do you remember the good old times? You know, when each faction had its own special modules, which were not available to other factions?

Of course this made some factions/ships OP/UP and it was a wise decision to mix the special modules. But I think, that this also ruins the uniqueness of the factions a little bit.

So I thought, that each faction should get their own special modules, but not in the old-fashioned way, but in a new and interesting way. One example, which is already in the game are the two LRF modules of Jericho and Empire LRF’s. My suggestion is to replicate this system and give each role a different special module, depending on the faction. I will list my ideas below, I will not mention every module, that’s why I ask you to share your ideas how the special modules should work.

The current list:

Interceptors:

Recon:

Covert Ops:

ECM:

Fighters:

Chameleon.png: The Chameleon Module could be the SM of the Jericho Tackler. It will keep its original functionality.

Tackler:

Laurin/Hologram:

This module will create a hologram of your ship, which can be spotted and targeted. If you fire at the hologram, your shots/missiles will go trough it, make no damage and the hologram

will still be there. While your hologram distracts your enemies, your ship will have the same effects, which occur when you use an adaptive camo with a Covert Ops ship. This means, that you can’t be

spotted, but remain visible. The hologram will fly just like you, only mirrored. It will fly through anything (asteroids, ships, etc.) and last for 18 seconds.

Gunship:

Command:

Frigates:

PhaseShield.png:The Phase Shield could be the SM of the Federation Guard frigate. It will keep its original functionality.

Guard:

Siege Mode: The Siege Mode could be the SM of the Jericho Guard frigate. When the siege mode is active the ship’s engine and strafing speed is cut by 90% and the module will drain energy from the capacitor. The value is calculated based on the energy income, so that the capacitor doesn’t recharge, even if it gets energy support from an Engi. The bonuses of the module are a high shield resistance

rating and a high weapon damage bonus. This module would make the Guard better at protecting stationary objectives.

Engineering:

As I said this list is far from being completed, so if you have ideas, post them and I will add them or change already existing ones, if you have good arguments, saying why.

Thanks for reading, goodbye.

if the hologram flies thru objects wouldnt it give away the fact that its not the real ship and people will shoot down the real one since u say the hologram flies with ur ship

While we’re at it, perhaps we can bring back subfaction properties for these modules?

 

I have at least two ideas for Imperial Engineers, on the premise that Fed engies retain combat drones:

  1. The ability to deploy a stationary turret (a la Tackler)

  2. A quick-burst super-heal that has to be manually aimed.

 

 

if the hologram flies thru objects wouldnt it give away the fact that its not the real ship and people will shoot down the real one since u say the hologram flies with ur ship

 

He did state that using the hologram would be like using Adaptive Camo (which is essentially radar/HUD stealth, and exclusive to Covert Ops). Unless you’re implying that you have the aim to shoot down a moving inty or fighter that cannot be locked on to.

While we’re at it, perhaps we can bring back subfaction properties for these modules?

I have at least two ideas for Imperial Engineers, on the premise that Fed engies retain combat drones:

  1. The ability to deploy a stationary turret (a la Tackler)

  2. A quick-burst super-heal that has to be manually aimed.

He did state that using the hologram would be like using Adaptive Camo (which is essentially radar/HUD stealth, and exclusive to Covert Ops). Unless you’re implying that you have the aim to shoot down a moving inty or fighter that cannot be locked on to.

im pretty sure hes saying that u can lock on to the holo but the real ship has like adaptive camo or something. And yes its possible, use lasers and follow the ship trail :slight_smile:

Basically what would happen to guard upon activation of the module…

 

stuck+kitten.jpg

Basically what would happen to guard upon activation of the module…

 

 

Positionning > All.

The question of a “Siege mode” for Jericho Guard is a good question.

On multiple point the Jericho Guards are not supposed to be Super Mobile. If you reduce the Mobility you also reduce the impact of a possible Jericho Frigball.

What does this mean?

That means that With a Siege Mode Jericho Guard will be more dependent of Teamplay, Easier to kill with High Range Weapon to prevent them to take Position.

Fighters and Interceptors will have less difficulty to use the weakness of Jericho Guard (Blindspot ectect).

Exploiting the Jericho mechanics to the maximum and at the same time keeping the Phase Shield for Federation Guards will :

 

_Add more diversity

_Allow differents Gameplay related to each faction particularity

_Make the balancing tweak easier (If you have 2 differents main mechanics, you will be able to focus on the only one causing trouble,preventing Nerf or Buff on Things that don’t need this)

_Remake some implants more usable for the Guards.

_Make the “Free AIM” mode much more Interresting

_Allow the differents teams to have multiple options regarding the guard and the strategy they want to use in tournament.

 

But I’m not agree with the Name “Siege Mode”, The guard is not a Tank from SC2. And this name can lead to a lack of understanding of what this Special mode is.

Something like : 

  • Fortress mode
  • Stronghold Matrix
  • Bulwark Stance

<p>

Positionning > All.

The question of a “Siege mode” for Jericho Guard is a good question.

On multiple point the Jericho Guards are not supposed to be Super Mobile. If you reduce the Mobility you also reduce the impact of a possible Jericho Frigball.

What does this mean?

That means that With a Siege Mode Jericho Guard will be more dependent of Teamplay, Easier to kill with High Range Weapon to prevent them to take Position.

Fighters and Interceptors will have less difficulty to use the weakness of Jericho Guard (Blindspot ectect).

Exploiting the Jericho mechanics to the maximum and at the same time keeping the Phase Shield for Federation Guards will :

u say it would be hard to kill interceptors and fighters… But i fly away from them on purpose, when they start shooting at me from behind at about 1000m i shoot an EM torpedo from my butt and kill them :slight_smile:

But I’m not agree with the Name “Siege Mode”, The guard is not a Tank from SC2. And this name can lead to a lack of understanding of what this Special mode is.

Something like : 

  • Fortress mode
  • Stronghold Matrix
  • Bulwark Stance

 

But. If it not only locks in place the guard but gives +30% range on its weapons than its a siege mode.

But. If it not only locks in place the guard but gives +30% range on its weapons than its a siege mode.

 

I’m not sure that others players want to see another Guard Campfest :wink:

 

Relocating the energy from the propulsion to the shields and the weapons will be enough; No need to become a DEATH STAR.

I support this post +1.

Special modules should be different based on the faction. This brings out more variety and the respective strength of each faction.

My idea for recon.
Empire keep current micro warp drive.
Federation will have micro jump drive

Micro jump drive will teleport the player 5000 meters in front of them according to their orientation at the time of activation.
It will have 30sec cooldown with 1 sec chargeup time and same rule of no movement during charge as micro warp drive

 

 

ECM
Jericho keep MSFG
Empire get EM Burst

EM Burst will have same stats as MSFG but at the end of the invulnerability, all enemy ships within AoE lose target lock and can not lock a target for 4 secs.

Special modules should be different based on the faction. This brings out more variety and the respective strength of each faction.

 

It was like this around one year ago. And was then changed.

It was but instead of such drastic difference that it was unbalanced, we should have modules that is similar in function. Like my proposed recon, both are used for rapid deployment or gtfo.

For the Gunships I suggest the following: Empire stays as is (more or less), but for Federation ships they don’t get the damage boost. Instead, their weapons simply do not overheat while the module is active.

For the Gunships I suggest the following: Empire stays as is (more or less), but for Federation ships they don’t get the damage boost. Instead, their weapons simply do not overheat while the module is active.

There is no Dammage boost on the “Overdrive”.

As in rate of fire boost.

As in rate of fire boost.

Already impacting the OverHeat timer. If the Overdrive didn’t have this counterpart it will be to powerfull.

Thanks for all the input guys, I couldn’t respond to you due to a browser error, but now I’m back again.

So, here are some of my updates:

@Everybody: At first I want to explain that the hologram doesn’t fly with you, it will fly exactly like you with it’s X-axis inverted, so if you fly left, it will fly right.

@Capnnic: I like your idea of a healing burst, maybe something like drones, that will heal players in a specific radius. Another idea would be, that you keep the regular passive spawning drones, which you can sacrifice to “Ubercharge” a teammate.

@Rakza: I like the name Fortress Mode, I will use this as the name.

@BladeOfShadow: I like your idea of a micro jumpdrive, but I think that you should get three 3000m jumps, which you can activate in a rapid succession, so that you have approximately the same range of the MWD.

maybe the drones for imperial engies could be invulnerable, but cant do healing of any sort

maybe the drones for imperial engies could be invulnerable, but cant do healing of any sort

 

Like the old Armada combat drones?

maybe the drones for imperial engies could be invulnerable, but cant do healing of any sort

 

Imperial Engineer will become too hard to kill and have too much dammages regarding there tanking hability and Utility.

 

That means a perma buff of 1500 DPS in a range of 1950m (Mk4 weapon in T3) if the drones become undestructible.