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 New module(and others) ideas 
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Joined: Fri Sep 16, 2011 12:04 am
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The following are a bunch of random modules that I came up with because my mind is going ~~@~~. Anyway, some of them might be better than others, so don't shoot everything down due to one or two bad ones(which are bond to exist because there are quite a few)

1 Capacitor. <<this isn't a single module but a type of.
Function: each Capacitor have an amount of energy space. Upon player level up(or energy refill via artifact or GP) you can have extra amount of energy above the max energy limit upto the capacity of all your capacitors OR the total amount of -max energy on your relays and energy weapons, which ever is smaller.
Basically, this is to save the trouble of you having to uninstall relay etc before every lvl up etc. The upkeep of this module can balance with the would-be uninstall-repair fee.

2 EI Protector
Select a number of image modules, under the condition that the opponent does not have enough scan to see your real modules, instead of seeing Unknown, display the fake image projected by this instead.
Note: there needs to be more detail on this to balance it, like how many images module you can have(per projector), what modules can be projected(projecting heavy quasi on a rank 100 ship would be.... overkill. perhaps limit to your tech tier+x tiers, where x increases with the higher "marks" of the projector etc)

3 Energy Shiftier S
size 20 energy regen-20, shield regen+20

4 Energy Shiftier E
size 35 Ability: Energy shift Duration 1 hour, CD 1 hour
Energy shift: energy regen+10, shield regen-99.9%, all action cd+300%, you do not recieve research, artifact or mineral point while active.(1 hour duration means exactly 1 shipment is blocked, no way of getting out of it)

5 HAW Gattling
Size 50 Atk +50
Special: each time an attack is made(include counter attack when you are attacked) add a +5 atk buff for 5 min. This buff can stack up to 100 times.
Note: almost worst weapon there is normally(only auto cannon and mass driver are worse) but the best if you spam attack like mad(11 atk/deck)
HAW=High Acceleration Weapons~ yeah... pretty lame... But if you think this works, we can have a whole series of HAWs, of different size and different buffs.

6 OC Terror
Size 30 Atk +20
Special: if your energy is at cap, for each duration of 1 tick of energy, +5 atk to this weapon, Up to +400. This buff is canceled upon first attack(or counter attack when attacked) If multiple are installed, then the lowest get charged at each tick and the others do not.
Warning: chance to cause damage to your ship modules and hull when used with more than +250 charged.

7 Anti-bully Alert Trap
Automatically alert legion when attacked/raided/hacked by a player who will NOT get a badge from you for disabling/raiding/hacking you.
Duration: 2 weeks

8. Artifact Analysis Center
planet structure
size 2 -25% artifact production of this planet, and then change 25% of the artifact production of this planet to research.

9. Artifact Scrapping Center
size 2 -25% artifact production of this planet, and then change 25% of the artifact production of this planet to mineral.

(I would like other conversions too.... But I can't come up with logical ways of them working out so~ for the moment this is it)

10. Collation Navigator
Size 30 Atk+250
Special: +150 to enemy attack

11. Shield Phasing Device
Size 15
Special: While shield is active, 50% of attacks will still hit hull instead. Have a 40% chance of immunity against Krionite Torpedo, when this does not trigger, only reduce shield by 50% of max shield. +5 shield regen

12. Damage Absorbent Array:
Size 20
Special: Decrease all damage taken by 30

Exact number stats(size etc), rareness, rank when it becomes available etc can be discussed. Those are the fun toys I would like to see thou~ so meh~

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Tue Oct 18, 2011 7:16 am
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Uy23e wrote:
2 EI Protector
Select a number of image modules, under the condition that the opponent does not have enough scan to see your real modules, instead of seeing Unknown, display the fake image projected by this instead.
Note: there needs to be more detail on this to balance it, like how many images module you can have(per projector), what modules can be projected(projecting heavy quasi on a rank 100 ship would be.... overkill. perhaps limit to your tech tier+x tiers, where x increases with the higher "marks" of the projector etc)


i like them, especially this one.... perhaps this could replace the next holo-disguise :mrgreen:

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Tue Oct 18, 2011 7:44 am
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Very clever, with some fleshing out these could work very well. +1 to all. By the way, #7 made me laugh.

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Tue Oct 18, 2011 7:48 am
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Joined: Wed Jun 15, 2011 10:25 am
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number 10 is alright, though enemy can mean both players and npcs, perhaps if when instaled gives you the option to select 2 or 3 player and npc races to have the bonus for
number 1 would depend on the size
number 7 is great, it orta shut some people up

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Tue Oct 18, 2011 8:56 am
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#1 and #2 just sound like a wast of decks to me.
#3 I would never give up energy regen for shield regen
#4 is tempting , maybe if you only lost 1/4 or a set amount (2k each).
#5 ok I like it , but the buff would have to be removable by missile.
#6 I would never use , sounds like a bad thing overall. you need to overfill energy , its only 1 attack , it can damage you.
#7 Traps(other then the limited 1 year 1) last for 1 week , I like it.
#8 and # 9 ok I know I have used planets for there 2nd best thing because It's what I needed , but its still a bad thing.
#10 Wouldn't use , but not bad.
#11 I really hate Krionite Torpedos , but I have to say no to immunity even if its just 40% of the time. You can be disabled with shields still up , no thanks.
#12 to over powered for small ship build. It adds 10 to max damage(decks used on it), but lowers damage taken by 30.

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Tue Oct 18, 2011 9:46 am
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Joined: Fri Sep 16, 2011 12:04 am
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I agree that #1&2 are not the most useful thing, especially #1 which doesn't really do much outside of save some trouble. But, there will be ppl who have too much deck around or just way too lazy. I think it provides a good option. #2 is used to scare off some attackers when you have a build that is very non-PvP up, or just to be random. Considering how "useless" number two is, we can make it take up a small space like 10.
Oh, and #1 is a series of capacitors, not just one. So there is no set capacity/deck. I'm thinking correlate this to reactors values. like the smallest only provide ~5-15 for 10 deck while biggest do 400-700 for 50. I'm leaning toward the bigger end because it is just a "lazy men's bonus" but I'll let the expert to decide the perfect balance.

#3 and #6 are meant for when you wanna go away for a while. It's sort of the ”vacation protection". I agree they are rather useless for day-to-day stuff~ It would be an interesting alternative to have, but we can put this on the end of the priority list because few ppl would want them.

I'll leave the balancing of #4 to the experts, just keep in mind that it can turn 30 second ticks into 20 second ticks...

I'm fine with #5 being able to be missiled, although I would personally like it better for each missile to be a remove-50 kinda thing. Because building it up to the cap is soooo much effort.
On a side note, my intention is that the # of buffs can stack beyond 100(or whatever cap the "other" HAWs would have) but only 100(or...) would apply at same time.

#10 I meant it as..... you literally run your ship and smash the other guy. So both side take increased damage(via increased attack) It might be able to be worded better or something.... I just like the concept of a big ship running up and bulldoze over a smaller one, it would be funny.

As for #12, I did say "Exact number stats(size etc), rareness, rank when it becomes available etc can be discussed. Those are the fun toys I would like to see thou~ so meh~" on the end
so.... we can work around that. But yes, it would have to have minimal rank or we will have invincible lvl 1s.
and we can have "bigger" ones of those for higher lvls where 30 is peanuts.

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Tue Oct 18, 2011 4:38 pm
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Joined: Tue Oct 18, 2011 8:15 pm
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Loved number one there, that one sounds awesome. a lot of other ones there sound great to.
But instead of a weapon that increases by 5 attack for each time you are hit or hit someone, how about something that detects when your traps are hit, and automatically adds some % of player total to either defense or attack for a short duration? maybe a varied effect depending on the trap? possibly put into a special weapons or defense module.
sounds like something that could work?


Tue Oct 18, 2011 8:33 pm
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Joined: Fri Sep 16, 2011 12:04 am
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I based HAW on real world Gatling, which gains fire power as the motor rotation speed reaches peak. This process of acceleration is ofc much shorter in real world Gatling guns, but the concept is from there (for the inspiration, check Command&Conquer RA2 Yuri's Revenge, the Gatling cannons that the Yuri forces have)

Anyway, what you suggested can be added too, but as a separate idea instead of a replacement for HAW. It's more like a permanent trap system, would be interesting to have a short-duration, lower powered but permanent trap instead of the existing one-use-powerful ones.

There is no reason why we can't have both~

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Tue Oct 18, 2011 9:33 pm
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Joined: Tue Oct 18, 2011 8:15 pm
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Very true, I didn't mean to say as a replacement for the HAW, but I can understand how it could have sounded like that.
Of course it is possible to get both, and im liking the idea of the HAW, but i think some of the details might need some work.
And making entirely new traps, possibly permanent and weaker or with some kind of varied effect, is a great idea, possibly gained trough a mission?
Or maybe make it some kind of special module that kicks in when you are attacked?
i must say i see a lot of possibilities with the concepts.


Wed Oct 19, 2011 4:53 pm
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