
Winters Chill
Homeworld Republic United Homeworlds
58
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Posted - 2012.05.14 20:01:00 -
[1] - Quote
Some sensible and some crazy ideas. Don't think the dev's read this anymore but hey, maybe one day.
Module : Tactical Scanner.
General Purpose: Works exactly like an asteroid scanner except it gives you approximate values on Shield/Armour/Cap and distance on every ship with 50km.
It also tells you if there is a cloaked ships present and distance but not the direction.
Fitting: Probably could squeeze it onto a PvP frigate.
Slot: Medium or High.
Downside: Increases targeting time.
ORE Spectrographic Gravimetric Sensor Cluster.
General Purpose: Love for miners!. A scanner that works like a the inbuilt ship scanner but only detects only Gravimetric Sites. Has a very long scan time, maybe 10 minutes (reduced by skills). and 100% is based on distance. If you within 4AU it will be 100%. Exploration mining is invented.
Fitting: ORE ships only.
Slot: Medium.
Downside: Greatly increases your signature, making it easier for you to be scanned down.
Module: Seismic Scanner
General Purpose: Works like an asteroid scanner, however when activated there is a chance of finding something interesting in the asteroid. (programming wise the module itself generates the item and it appears on a popup message and is delivered straight to the cargo hold) chances of finding something are very low, but modified by the system security. The item itself could be anything, from a nugget of another asteroid type, to salvage material or metal scraps very rare drops might be BPCs. Basically a slot machine for your mining barge while you mine.
Fitting: Needs to fit unhindered on a mining barge (could require a rare material to "roll" such as strontium)
Slot: Medium.
Downside: Costs Strontium to activate.
Module: Remote Cynosural Generator
General Purpose: Can select a Gas Giant or Star within 5ly+Skill Modifier to light a remote cyno at. Cyno is visible for 5 minute before able to jump to it during that time the capital ship then must "spin" up its jump drive (cannot do anything, moves at 20% speed, docking destroys the module). After those 5 minutes its free to jump. On arrival capital ship is paralysed for 1 minute.
Fitting: Capital Ships only. With high skill requirements.
Slot: High as well as a strontium consumption based on distance.
Downside: Everyone can see you coming, could get ganked. Strontium consumption higher than a regular cyno. Module is cripplingly expensive to build and rare. Can't jump into high sec or cyno jammed systems. Can only be used by the fitted capital, can't move fleets around with it.
Module: Heat Venter
General Purpose: Vents all the accrued heat on your ship.
Fitting: Can fit onto any ship.
Slot: Low Slot
Downside: One fit per ship. Massively increases your signature when activated. Maybe some modules shut down. Can't fire guns?
Module: Layered Shield Efficiency Thingy
General purpose: Works like the old regenerative plating adding a % to shield total (instead of armour). Rubbish on sub caps, but of some use on caps, providing a non-crap bonus to shield amount.
Fitting: Any
Slot: Medium.
was thinking about interceptor fighters, drones and missiles. I've always liked the idea of point defence grids, and fighter melees. It's a real bugger to try individually target fighters and drone in a huge battle, would be more fun if their wear an interceptor type fighter to do it for you. Pew Pew, like Jedi.
So maybe a High slot module representing a network of small guns used to intercept missiles? And a new type of defender missile for taking out drones and fighters. Or we could just have an interceptor fighter for each race, but /art assets I guess. Hope someone sees this. Cheers.
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