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

Max Von Sydow
Droneboat Diplomacy
160
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Posted - 2012.01.16 18:18:00 -
[1] - Quote
Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 18:29:00 -
[2] - Quote
Maybe some range, explosive velocity and explosive radius modules for missiles, coupled with a change to the tracking disruptors so that they can affect missiles. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 18:40:00 -
[3] - Quote
Nova Fox wrote:Spinal Mount Weapons
These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed. Long Range Damage equatable from a size up. Long refire rates. of course horrible tracking and difficult use against moving targets.
Not available of cap ships.
I'd rather see a completely new type of ship for that. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 18:47:00 -
[4] - Quote
Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile
Megathrons, Megathrons everywhere |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 21:54:00 -
[5] - Quote
Automatic "anti-air" weapons
High slot module. Similar fitting reqs as medium guns. While active, targets and fires upon hostile and/or neutral fighters and fighter-bombers, not drones, frigates or missiles, just fighters.
"Air"-superiority fighters
Works similar to the aforementioned AA guns but in fighter form.
Structural destabilizer bomb
Bomb that reduce the resist of targets for a short amount of time
Suicide bomber module.
Only works in 0.0 Destroys ship fitted on, creating a huge AoE damage blast. Need a new type of explosive item in the cargo hold to work. Damage and AoE depends on amount of explosives in the cargo. Damage type depends on what explosives in the cargo. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 23:17:00 -
[6] - Quote
Bumping module
Highslot module Uses a lot of PG Uses a lot of cap when activated looong cycle time
Will push the target away from the ship that used the module. Sig radius and mass will determine how far the targets get bumped so smaller ships wont get bumped too far due to small sig unless MWDing. Should mainly be used to bump people of stations. |

Max Von Sydow
24th Imperial Crusade Amarr Empire
235
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Posted - 2013.05.16 08:36:00 -
[7] - Quote
I'm not sure if I have already posted this in this thread (I probably have) so I'll post it again.
Ship disguise module.
Similar drawbacks to a cloak except the speed reduction and you should still be able to warp.
It will allow you to disguise your ship as another ship of similar size.
Like this.
Amarr T1 cruisers can disguise as T1 Amarr BCs, destroyers and industrials, amarr T2 cruisers and T1 cruisers of other factions.
Disguise is selected with scripts. Like a +1 size script ( ie, frigate to destroyer), Tech script (Assault frigate to T1 frigate), race script (caldari BC to minmatar BC) etc etc.
Would not work on capital ships and battleships would not be able to use the +1 size scripts.
Could be used to confuse your enemies, bait, disguising your industrial as something dangerous, or vice versa (curse disguised as omen). |
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