Hi,
I got weird ideas of new support module types. Sure Amplitude will get us more of them, but I'll post here my ideas.
Don't understand this post as a whole compact thing, but take every module suggestion as a separate idea. just I put all of them in a single post to avoid overcrowding this section.
I'll update if I got new ideas or modify it someway. If you got some idea that you feel may be included here, please don't hesitate and leave a post.
Let's go:
Tractor / repulsor beam module:
This module fixes an enemy ship in its worst possible firing range (according to its equipped weapons) for all battle duration.
To limit it a bit, the equipped ship can only immobilize one ship per battle, and also is limited to one module per ship (to avoid putting one of this in each fleet and keeping all enemies in worst range).
Requires antimatter to power it.
Kamikaze module:
When a ship has it module equipped, if it goes under 5% HP, it will charge against an enemy ship, dealing it damage related to ship speed and mass, and being destroyed in this process.
This module redirects all power to engines, so this ship will gain great speed but won't be able to fire any weapon, and shields will be turn off once module is activated.
Once activated, it will receive damage as normal, so the enemy can destroy this ship before the collision, avoiding any damage.
- As idea to calc the damage, I think speed should be calculated from engine modules (number, tier,...) and mass from hull type and initial HP, making smaller ships faster to compensate lower mass and make it also interesting.
- Time to equip this in this tiny scout and take down that big carrier!
- suggest improved and more damaging and quick versions when you can fuel it with hyperium/antimatter/quadranyx.
Recycle drones module:
This module gives you strategic resources from destroyed ships (friend or foe) after a victory.
You have to won even a minor victory, any other result will make the enemy stopping your drones from getting to the destroyed ships.
Initially I propose a 20% resource for every module.
Multiple modules can stack in same ship, but independent from number of modules in your ships/fleets you can never get more than 100% of resources in destroyed ships.
Missile deceiving module:
This module interferes with enemy missiles guidance system, deviating them to enemy ships. In short: some missiles will hit its own fleet ships instead of yours.
Every module affects a number of missiles, and modules from different ships and in same ship can stack.
- Suggested value: 1 module deceives 2% of missiles.
- As balance suggestion this module will grant at least 1 missile deviated for each salvo and a maximum of 20% of missiles, regardless how many modules you have in your fleet.
EMP module:
Obvious one.
To make it balanced, you can equip only one per ship. One of your ships can only immobilize one enemy ship. After using EMP your ship will take some time to recover and be shut down (but lot less time than the enemy ship).
Aggregator/salvage module:
Good idea from @AquaticSonarKey. you can read the post below.
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