Type: Active Module for all Alien Ships (Even destroyers, but theirs is much bigger)
Recharge: 100 seconds
Energy: 500pts
Energy if destroyer: 2000pts
Wormhole Diameter: 150m
Wormhole Diameter if destroyer: 250m
Wormhole Duration: 12 seconds
Wormhole Duration if destroyer: 21 seconds
Tooltip: Uses modified alien rift generators to form a wormhole 350m in front of the user. Once activated, the user will be prompted by a map of the sector. The user can then select any point on the map within 7,500-15,000m to open the other end of the wormhole. The wormhole will stay open and allow any ships and objects to pass through either way for a set duration. Includes enemy ships. Each ship must wait for 3 seconds after exiting a wormhole to be able to use it again, or else their ship will not be in phase and will be lost in subspace. In open space, activation will open the local map, but will allow the user to select any sector within 5 jumps to open the other wormhole in. Wormholes work in only one direction when opened in open space.
(Local wormhole placement range is 7,500m for standard ships and 15,000m for destroyers.)
I like this particular wormhole module particularly because you can hijack another ships’ wormhole to follow it, or even use it to back-track to their previous location quickly, and attack strategic places.
It also isn’t a relatively useful “GTFO Button” simply because you must manually place the wormhole, and are immobile while doing so. This means it’s actually pretty balanced compared to other transportation modules. Just with much greater range and functionality.
I like the idea of porting a whole squad to one beacon in a few seconds. It is like a mini version of the last battle in ME3. So maybe just maybe you could remove the limiter that every ship must wait 3 seconds to jump. Maybe let it have a kind of “spread” which rises when too many ships pass it in a too little time.
Bypassing the mechanics of jumping to the next gate won’t make the missions in OS more enjoyable, but it will lower the tedious traveling. The best thing is it could end the reign of fast ships in OS.
Bypassing the mechanics of jumping to the next gate won’t make the missions in OS more enjoyable, but it will lower the tedious traveling. The best thing is it could end the reign of fast ships in OS.
Ahm yay no more Jaguars and Cynings trying to kill everybodey with station protetion off?!
Ahm yay no more Jaguars and Cynings trying to kill everybodey with station protetion off?!
This suggestion won’t address the problem with players with big guns killing weaker players. There are other options for that,
In PVP it could make players in beacons games trying to capture beacons. Instead of just sitting on spawn point and shooting from far away. I envision this wormhole manipulator and a black hole in the opening swallowing everyone at the spawning point.
good idea but not a big fan of all system ”)
need to add a debuff when the ships exiting a whormoles , wait 10 sec before use an whormole and all resist. hull & shield down by 50pts for 20 sec.
No. This is an insanely long and awful debuff. Nobody would use it then.
2 hours ago, zzzfrogzzz said:
2 ) frigate and destroyer can’t use the whormoles
also no.
2 hours ago, zzzfrogzzz said:
couldown set at 180 sec minimum
I thought about it, but 3 minutes is kinda crazy.
2 hours ago, zzzfrogzzz said:
limit the module to one class alien ship
No tho. That’s awful. All aliens can use wormholes.
2 hours ago, zzzfrogzzz said:
all this stuff prevent to have on PvP , Pve , OS :
spawn kill on short map
change the dynamic for large map with Beacon objectif
keep the main goal of each class , cover ops , iinti. , support , …etc
I don’t understand any of this. You sound kind of like an inverse me about three years ago. No idea what balance is and just wants to make everything awful.
i understant you want more strategy with the whormole module , but keep in mind this kind of tool get an awesome advantage .
if you want , this module may be stay a “risk” , indeed that can make great counter with team gameplay but i’m a bit afraid as explain before without a debuff or limit that enforce more unbalance game …
Limit to one class , avoid to spam the ability
grow up the CD at more 120 sec , avoid to spam the whormole and keep it an option 1 or 2 time on a game ( pvp game above 6-9min )
i like the idea but not like the first post without some more weakness for the module ”)
i understant you want more strategy with the whormole module , but keep in mind this kind of tool get an awesome advantage .
The point is to have an awesome advantage.
34 minutes ago, zzzfrogzzz said:
if you want , this module may be stay a “risk” , indeed that can make great counter with team gameplay but i’m a bit afraid as explain before without a debuff or limit that enforce more unbalance game …
The debuff is that if you try to use a wormhole too often, your ship is lost.
34 minutes ago, zzzfrogzzz said:
Limit to one class , avoid to spam the ability
It is limited to only one faction, and said faction only has 15 ships.
34 minutes ago, zzzfrogzzz said:
grow up the CD at more 120 sec , avoid to spam the whormole and keep it an option 1 or 2 time on a game ( pvp game above 6-9min )
Probably a good idea.
34 minutes ago, zzzfrogzzz said:
i like the idea but not like the first post without some more weakness for the module ”)
So getting completely destroyed isn’t enough of a debuff? Gotcha.