
Sinfulness
HOMELE55 FORECLOSURE.
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Posted - 2012.01.19 03:22:00 -
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Thanks for looking.
Cloak Hunter Cruiser Class Ship
This ship would be similar to a Heavy Interdictor but for de-cloaking "local" ships, with max skills one could "ping" and hutn down ships within a certain "AU" to the hunter.
Can Fit Following Modules / Scripts
*Cloak Ping (ping would utilize the "survey" skill and additional advanced survey skills to speed up return signal, and accuracy)
A module that can be fitted to a particular ship, to "ping" a certain area for cloaked ships.
*Cloak Destabilizer (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-
Destabilizes the ability for ships to cloak within a certain range around the emitting ship.
*Cloak Disruptor (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-
Disables a ships ability to cloak within a certain area around the emiting ship.
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Local Space Time Ripper Cruiser Class Ship
This ship would be a whole new class of ship, it would have the ability to launch a probe in the direction the user is facing/clicks. This probe would have a travel time and a range based on its selected ammo type and the users skills. Upon the probe reaching said spot, the ship could then lock onto the probe, and "open" a local warp tunnel that any ship in it's gang could utilize to warp to the probe. The ship itself would not be able to warp to the probe as it would be in a "siege" mode to keep the tunnel open.
Can fit the following modules / scripts
Tunnel Probe Launcher
Tunnel Probe (ammo) (would have various ammo types for different ranges) IE 50km - 100km - 150km - 200km Tunnel Probes
Tunnel Lock Module (requires ship to enter siege mode to maintain the warp tunnel)
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Drone Related
Nano Mites
These drones would be capable of damaging a ships modules, not the ship itself. IF a ship over-heated it's systems while these drones were on it, the damage would be intensified. (an effective way to introduce sub system targeting / combat)
Nano Mite Drone Categories Weapon Systems Propulsion Systems EWAR Systems Shield Systems Repair Systems Sub Systems
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Tech 3 Nano Mite Cruiser (to go along with the above)
This cruiser would have the ability to utilize the above nano mite drones in combat. This cruiser would be a cross platform ship, and could be introduced as a "sleeper" technology ship. Enabling a NEW branch of skill training to utilize the ship itself.
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Tech 3 Battle Cruiser Gang Support Battle Cruiser (limited offensive capabilities)
This ship could also be a "sleeper" technology discovery / engineered ship. It would have the ability to "protect" ships within a certain radius of it. By emitting a "damage reflection shield". This shield would disable the ability for those within to fire their weapons, however sub-systems such as repair systems would still be active, HOWEVER at a slight increase in capacitor due to the high energy emissions of the shield emitter. This shield would also require the battlecruiser to go into a "siege" mode, in which it would use a fuel from a limited fuel bay, more fuel would be consumed if the shield was taking damage, however the shield could take a large amount of "buffer" damage before breaking. Once the fuel/shield run out, the battlecruiser would not be able to re-siege for 5 minutes. It would also have to come out of siege mode to move which would take 60seconds. (new skills could manage all of these abilities)
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Module Ideas
T3 Propulsion System (capable of loading scripts) Scripts: "0-Max Speed Increase" || "Top Speed Increase" || "Transversal / Manuverbility Increase" Each script would benefit a certain aspect, and withdraw from others
T3 Weapon Systems (capable of using sub system damaging ammo's - see drone nano mites above for ideas)
T1/T2 "ramming spikes" Module would have to be activated, upon activation the faster a ship was moving into another targeted ship the more damage that could be done to the affected ship, as well as possibly halting both ships ability to move until the module deactivated.
Module would have a 30 second cycle time, and a delay in reactivation.
T1/T2 Repair Destabilizer Module would have the ability to "disrupt" Repair devices on affected ship.
T1/T2 Local Burst Propulsion System (frigate / cruiser modules only) Propulsion system that would "boost" a ship an increased distance, however after boosting the ships mass would be destabilized, increasing it's align time, decreasing mobility for several seconds, and not allowing activation of repair sub-systems within this time.. The device would have a cooldown/reactivation delay.
IE. A ship could effectively "burst" away from "direct" combat, but with the potential of being even more vulnerable than before.
T1/T2 Local Jump Drive (frigate / cruiser only) Propulsion based system that would allow a ship to "lock on" to an object in local space, and after a spool up time, warp to it at increased speed. Spool up would be dependent on ship size.
IE A frigate could activate it's local jump drive, and after 15seconds warp at 2 or 3x the speed to an object. (new skills could decrease this by 1 second per skill level, @ level 5 it could take 10seconds OR less/more based on game balancing)
T1/T2 Local Jump Drive Inhibitor (above) Jams local jump drives
T1/T2 Scanner Beacon Intensifier This module would allow fitted ship to activate the module, and any gang members utilizing scan probes would get an increased scan strength if scanning around this ship. (this could be used in-conjunction with the above suggested Cloak Hunter as well) |