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Thread Statistics | Show CCP posts - 5 post(s) |

Axium Cog
Grand Solar Trinity Surely You're Joking
5
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Posted - 2012.02.05 11:56:00 -
[1] - Quote
Single Use:
Demolitions Package When activated, this module overheats the power core of your ship, causing catastrophic failure.
A self destruct that actually hurts people around you. Think of it as a smartbomb on steroids. Module drops would be treated as normal loss of ship. Basically youre trading a slot and loot denial for the ability to get one last blow in on your enemies.
Edit: obviously the damage output and explosion range would scale with the class of ship. |

Axium Cog
Grand Solar Trinity Surely You're Joking
5
|
Posted - 2012.02.05 12:05:00 -
[2] - Quote
Nova Fox wrote:Heat Soaking Rigs?
Make it cost capacitor possibly?
Perhaps reduce capacitor recharge time? Run the power core at a lower output to allow the cooling systems to compensate for the overheat of other systems.
I like the idea. Afterall we have heat sink modules, why not rigs? |

Axium Cog
Grand Solar Trinity Surely You're Joking
8
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Posted - 2012.02.06 22:58:00 -
[3] - Quote
Hans Momaki wrote:erittainvarma wrote:Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit |

Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.06 23:02:00 -
[4] - Quote
Amaroq Dricaldari wrote:Tech III Armor Repairer
In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.
It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed. I agree, afterall shields have passive regen, armor should have a chance at something similar. Id even go so far as to make a passive mid slot item that is a nanite efficiency booster which allows for passive regen of armor at similar rates the shield recharger modules allow. I say midslot, cause shield has lowslot items for this which does not interfere with their tank. Again, shield has it, fair's fair. |

Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.07 17:54:00 -
[5] - Quote
Callic Veratar wrote: Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
These
I know mines used to exist, but caused havoc on servers cause people were anchoring them in droves all over nullsec, but a minelayer ship with mines that expire on similar timeframes as probes would be awesome. Infact i may draw one up and submit it as a ship design.
I like the EWAR idea but i think its very prone to making SB's obsolete as they currently are the only ones capable of such an attack, and thats most of what they can do. |
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