Secret Projects Module Brainstorming!

Put module variants and ideas here and maybe someone important will see…

Legion Microwarp Engine:

Hold down main module key to charge up warp. Upon warp, you will be instantly teleported (like RT, so no crashing) between 500m and 12,000m. Total charge for maximum distance will need to be held down for 4 seconds. While charging warp, modules do not function.

Normal ODG Chameleon:

Cloaks you for 25 seconds and has same effects as normal module.

Vanguard ODG Chameleon:

Cloaks you for 18 seconds and slowly damages nearby enemies with EM damage. Also removes all negative effects.

Armada ODG Chameleon:

Cloaks you for 18 seconds and taking damage/ramming things will not take you out of cloak. Normal Recon modules still maintain normal effect.

Normal Phase Shield:

Adds +200 resistance to the selected damage type and receiving that damage type boosts main weapon performance by 30%. (Range, proj-speed, and damage)

Techs Phase Shield:

Adds +150 resistance to the selected damage type and receiving that damage type fills energy reserves and reloads modules 2% for every 100 damage taken.

Raid Phase Shield:

Adds +150 resistance to the selected damage type and receiving that damage type reflects 10% of that danage (before rest dances are applied) back at the attacker.

Normal Diffusion Shield:

Applies invincibility like normal diff shield, but takes 1 energy for every 25pts of danage taken. Also lasts 25s.

Raid Diffusion Shield:

Applies normal shield but when shield is depleted/broken damages all enemies in a 2000m radius by the total volume of the capacitor. Deals EM damage.

(Extra Secret Project Ship):

Jericho Long Range Frigate:

25,000 range, +25% speed, +25% damage, +25% radius. Leaves Radiation Cloud behind that deals damage for twice the time as normal torpedo.

there are more secret projects coming into the game, incl. the other ship roles

Odds are the secret project modules will match the old faction modules. With Recons I believe Legion spooled up faster and Wardens stunned nearby enemies when you jumped.

Frankly, those differences should be back in the main ship tree.

Well, for all the secret project ships out so far, the normal module is perfectly normal, one faction is a better version of the normal one with no downsides, and one faction is a different version of the normal one.

Here’s how it was at beginning of the game. I don’t remember for the command.

 

 

Tachyon cocoon

Raid variation has increased EM blast range.

Tech variation has increased EM effect duration.

 

ODG ‘Chameleon’

Armada’s variation has a 5 seconds longer duration.

Vanguard’s variation doesn’t get interrupted by incoming damage.

 

Disintegrator

Legion’s variation also depletes target’s energy.

Wardens’ variation also inflicts some damage over time.

 

Combat drones

Armada drones may also blast incoming missiles.

Vanguard drones may restore owner’s shields and hull armor.

 

Guided torpedo

Raid variation has higher velocity.

Tech Version as shorter reload time.

 

Microwarp engine

Legion variation has lower jump preparation time.

Wardens’ variation creates an energy disturbance at the ship exit point. It makes all opponents within range lose locked targets.

 

Phase shield

Raid : Part of absorbed damage energy is redirected to increase weapon damage.

Techs : Part of absorbed damage energy is redirected to restore hull strength.

 

Plasma web

Armada variation also decreases target’s shield and armor restoration rate.

Vanguard variation has increased effect duration.

 

Overdrive

Legion variation also makes the ship more resistant to damage.

Wardens variation also frees the ship from the effects of the enemy control modules when activated.