Spitballing some new special module concepts

So I was looking back on when a few standard ships got unique special modules, and I was thinking about some new ones that could be added, these are just concepts and are subject to change, please remember.

 

Disintigrator ‘Gunslinger’  _Intended for _Cerberus

Cool down: 30 seconds

On activation the ship enters the disintigrator mode as usual, with the exception that the disintigrator has 6 shots before it must begin to recharge (shown in a revolver pattern around the cross hair), and the delay between shots is .25 seconds instead of the usual delay, each shot deals approximately 50% of a normal disintigrator’s damage. If the module is deactivated early the cool down is reduced by 2 seconds for every disintigrator shot that is not fired.

 

Trapper Drones  _Intended for _Anaconda

Two drones orbit the ship as usual, with the exception that the drones’ automatic attacks are 75% effective, however the auto-attacks slow enemy movement speed by 5% for two seconds (this effect does not stack). On activation one of the drones transforms into an invisible mine that lasts 180 seconds, the mine deals approximately 85% of a shadow mine’s damage and slows any damaged target by 30% for 3 seconds

 

Guardian’s Mantle  _Intended for _Crusader

Cool down: 15 seconds

For 10 seconds a 3km aura appears around the ship, allies within the aura, as well as the guard, gain 50 points of shield resistance and their shields regenerate 10% faster. Additionally, enemies within the aura cannot use warp or teleportation abilities, and if an enemy outside the aura attempts to enter the aura using a warp or teleportation ability, they are stopped at the edge of the aura.

 

’Warlock’ Energy Emitter   _Intended for _Katana or Katana S or something, I’m not sure

Cool down: 25 seconds

Three purple orbs of energy fly from the ship in random directions, they travel up to 2km before stopping, and last 15 seconds. If an ally makes contact with an orb they gain a ~4000 point shield that lasts indefinitely, if an enemy makes contact with an orb they take ~5000 EM damage

 

 

please tell me what you think of these module concepts, and feel free to suggest your own!

20 minutes ago, evo888 said:

Disintigrator ‘Gunslinger’  _Intended for _Cerberus

Cool down: 30 seconds

On activation the ship enters the disintigrator mode as usual, with the exception that the disintigrator has 6 shots before it must begin to recharge (shown in a revolver pattern around the cross hair), and the delay between shots is .25 seconds instead of the usual delay, each shot deals approximately 75% of a normal disintigrator’s damage. If the module is deactivated early the cool down is reduced by 2 seconds for every disintigrator shot that is not fired.

This.

This is what sniper’s needed all this time.

Base projectile speed of a Disintegrator shot is too high for such effect.

3 minutes ago, xKostyan said:

Base projectile speed of a Disintegrator shot is too high for such effect.

Please explain the relevance.

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2 hours ago, TheDarkRedFox said:

Please explain the relevance.

I just mean the suggestion has nothing to do with projectile speed. It seems rather irrelevant to mention such a thing. Unless you just accidentally read the suggestion incorrectly.

29 minutes ago, TheDarkRedFox said:

I just mean the suggestion has nothing to do with projectile speed. It seems rather irrelevant to mention such a thing. Unless you just accidentally read the suggestion incorrectly.

It has everything to do with projectile speed, never it says that projectile speed of the shot will be lower than base one, so it must use whatever exists in the game, and that is a way to fast for such an effect

 

 

3 minutes ago, xKostyan said:

It has everything to do with projectile speed, never it says that projectile speed of the shot will be lower than base one, so it must use whatever exists in the game, and that is a way to fast for such an effect

 

 

So you want it to be slower firing, or have slower projectile speed?

18 minutes ago, TheDarkRedFox said:

So you want it to be slower firing, or have slower projectile speed?

 

3 hours ago, xKostyan said:

Base projectile speed of a Disintegrator shot is too high for such effect.

 

[@xKostyan](< base_url >/index.php?/profile/236074-xkostyan/)

What does the projectile velocity have to do with the rate of fire? I honestly don’t know

 

[@TheDarkRedFox](< base_url >/index.php?/profile/242418-thedarkredfox/)

Congratulations on getting promoted to moderator

Dps and reach of such a disintegrator weapon would be too great. I like the other ideas though.

7 hours ago, Scar6 said:

Dps and reach of such a disintegrator weapon would be too great. I like the other ideas though.

should I reduce it to 50% damage?

41 minutes ago, evo888 said:

should I reduce it to 50% damage?

That would probably fit better for a rapid fire disint like this.

Here’s a new one, I’ll add more as I think of them

 

Predator Missiles  Intended for Silent Fox (may or may not be paying homage to Fox)

Charges: 2

Charge recovery rate: once ever 15 seconds

on activation the ship fires a guided missile (highly maneuverable, speed and rotation are similar to EM fighter missiles) with a range of 6km at a targeted ship, the missile deals approximately 1500 EM damage, slows the ship by 50% for 3 seconds, and also reduces the ship’s resistances to all damage for 3 seconds (-100 resistance points for interceptors, -50 for fighters, -30 for frigates, -25 for destroyers).