
Lethin
The Wise Man's Fear You Failed the Mumble Test
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Posted - 2013.02.08 02:19:00 -
[1] - Quote
Hi! shotgun of ideas! some are ones i wished were in game. some are for themes, some just fo fun!
AOE/Module:
Worm Hole generator
slot: High, Activate, only fits on dreads/carriers/black ops.
upon activation, opens a worm hole to anywhere in K-space. uses isotopes to maintain whole being upon, follows standard rules for all c3 entrances. has a chance of creating an unstable hole in systems that have high numbers of attempts (non-linear, so the more you try, the greater the risk, resetting after a few hours of non activity) that becomes an anomaly that instantly sucks the creator, and all ships within 150kms from creator in and spits them out somewhere else in K-space. be it high or low sec, with 50% damage to hull. the point? lottery system for creating short cuts in K-space. but with all anomalies, can be scanned down on other side and used at someone else's advantage. can be used in wormhole space.
AOE Module:
Slot: High. PG/CPU same as a smart bomb.
on activation will bombard 200km around ship with a light radiation, doing no real damage to shields but causing any cloaked ships in the area to decloak, said ship will automatically recloak after 6 seconds. or On activation sends out a really loud, inaudible hyper sonic Ping wave, not like a real sound wave but radiation based, bypassing all the radar/light bending effects of a cloaking ship, allowing you to know if there is a cloaked **** either on grid or in system. has no other effect other then early warning system.
AOE-ish Module:
Anti-missile defense system.
slot: High, activated (needs to be turned on, sucks a lot of cap while being used), 1pg/10cpu
just like the military has now, uses a mini gun/lazors/explosive(racially determined, seeing as caldari already has defender missiles) rounds to shoot down incoming missiles/bombs, will detonate bombs that are hit causing them to explode pre-maturely. can only detect missiles/bombs under 20km. can also be used to target drones maybe?!
AOE Module:
Slot: Low, passive, you guys decide PG/CPU.
Bypasses the need to be assigned fleet booster but instead creates a bubble with ganglink/warfare mods that are active, that is applied to all ships within bubble. bubble can be either 50-75km in size. increases sig radius by 500%
Module:
Coolant Flush
slot: Medium. active, PG/CPU same as tracking comp or cap booster.
effect: reduces heat in all areas of ship, also gives a short term buff that negates chances of having heat being generated or heat damaging other modules. could use the PI coolant as its consumable. see what i did there!
Module:
Warp Hitchhiker
Slot: High. utility, 1/15 PG/CPU
upon activation, automatically sucks you into the warp field created by the fleeing ship. completely drains cap or shields. can only be fit on t1/t2 interceptors. Negated by:
Module:
Warp Bubble Hardener
Slot: Mid or high, utility, 1/25 PG/CPU
while active, ads +3 to warp stability. also negates the effect of small warp bubbles. maybe only fits on blockade runners?! also prevents warp hitchhikers.
Module:
Corpse Tosser (pirate in nature)
Slot: High, Active, you guys decide PG/CPU.
Converts Slaves and other humanoid cargo into grotesque, plagued corpses, converting the matter into a bio weapon , and launches the missile/ball of dead human matter into the lower atmosphere, ontop of where the Dust player calls for it. effect: deals 50% health damage to all "humans" within area instantly, doing another 15hp/tick for 2 ticks. affects all humans even in vehicles.
Consumable:
SP Data Cube.
can be found randomly as a drop in high ranking ded sites/WH anomaly/Officer Loot.
grants 1000 skill points to the skill pool to be assigned. destroyed on use.
Consumable:
Exotic Dancer holo-disc.
Projects the image of a gallentian Exotic Dancer in cpt. Quarters! ... Just fluff!
Script:
used in Tracking computer OR sensor booster! see where im going with this?
Friend or Foe analyzer
enhance accuracy and damage of FoF missiles to their t1 counterparts. makes missiles target only recently aggressed ships/targets. focus fires all missiles to same target. increased damage to any ship using ECM mods.
new drones!
Anti-missile Drones
Will guard either the master or assigned guard target, automatically tries to shoot down incoming missiles, will fly out and start shooting missiles. does not count as a drone when deploying, uses 2.5 drone bay m3/bandwidth, max of 2 allowed in space. or converts a rocket pod to launch and control the drones. activates the drones when "firing" the pod.
Missile drones!
drones that use light/heavy/cruise missiles! stay in orbit around you while shooting. can have a rocket/HAM/Torp as t2 variant that flies to target.
Kamikazee drones
aka targeted smart bombs. flies to target, blows itself up doing a little more damage then 2 large Smart-bomb AOE blasts. racially controlled.
Ship!
Smaller Shuttles (or t2 variants): more expensive but takes up the same space as a light drone. fights in either cargo or drone bay. NO CARGO SPACE!
another ship! 2nd last idea
Tech3 frigates.
Same as tech 3 cruisers. except less expensive and about as versatile. does not come with death penalty. as about as powerful as a destroyer with more EHP. no other details!
last but not least:
Galleons
Either Tech3 battleships (using tier 3 hulls) that can fit siege mods, uses cap instead of fuel for short term tower bashing. cannot move while active, shuts off once cap fully drained (or uses the consumable)
OR
Galleons new tier of ships between dreads and carriers. flyable in highsec, works just like a dread but can JUST fit into a jumpgate but drains caps. used as a learning tool for dreads/carriers. kinda like a 1.5xBattleship. |