so my suggestion revolves around reworking how pirate modules are acquired, with the new OS system these items could be randomly found from pirates, already existent pirate modules would be found like this instead, all pirate modules and weapons would appear as red
a few new pirate items would be
-Pirate assault rail gun
50% slower fire rate, 10% lower accuracy, 20% longer heat, 100% more damage, rounds are explosive and affected by damage modifiers
-Pirate beam cannon
has a weak energy burn effect, as well as a 25% boost to heat duration, has a 30% lower damage however, tactical power over firepower
-Pirate plasma gun
plasma gun with no accuracy boost under sustained fire, ramps up fire rate instead
-Pirate “Crusher”
powerful fully automatic kinetic shotgun for frigates, unlimited heating, weapon deals large amounts of damage, however the weapon has a short range (2km or something)
-Pirate M.A.C.
destroyer active module, fires a projectile dealing significant damage (5k kinetic, projectile has a 5km movement speed and no ballistics tracker, making it quite hard to hit a moving target), has a range of 10km and a cool down of 16 seconds (subject to change)
-Pirate “Dragoon” system
CPU modifier increasing weapon damage by 10% and critical damage by 5%, reduces weapon range by 10%
-Pirate reinforced hull plates
hull mod, boosts hull strength by 20%, also blocks 30% of critical and explosive damage, reduces ship speed by 5.6%
-Pirate flares
active module, on activation breaks all missile locks to the ship with a 50% chance of success each, contains 3 charges recovering one every 10 seconds, 1 second delay between charge usage. redirected missiles target enemies
-Pirate engine refit
boosts afterburner energy efficiency by 10%, as well as boosting acceleration by 5%, reduces speed by 1%
-Pirate “Chimera”
interceptor weapon, fires EM missiles that home in on targets, missiles are slow and easy to evade however
-Pirate “Stoker”
fires a powerful thermal orbs (1 per second, fires in a fashion like that of the singularity cannon), orbs detonate on contact with surfaces creating radioactive clouds
-Pirate antivirus software
CPU mod, automatically disables controlling effects when they are applied, drains 25% of ship energy to disable a controlling effect, can only activate once every 10 seconds, disables one effect per activation
-Pirate weapon mod
capacitor mod, upon firing primary weapon the damage of the shot is boosted by 15%, activates once every 5 seconds, reduces capacitor volume by 10%
-Pirate overclocked shields
shield mod, boosts all shield resistances by 30 points, reduces capacitor volume by 12% (this should probably just be a shield mod)
-Pirate bomb rack
interceptor-specific module, on activation drops a bomb which detonates after 15 seconds, bomb deals light EM damage and scrambles the radars of all targets within a large radius
-Pirate emergency shield repair kit
guard active module, repairs a massive burst of shield on activation, no additional effects, costs a large amount of energy and has a long cooldown
-Pirate targeting overload
fighter active module, increases range, damage, and projectile velocity for a few seconds, a useful module for burst damage
more suggestions are to come,
