
Xearal
SOL Industries Black Thorne Alliance
243
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Posted - 2012.01.21 10:20:00 -
[1] - Quote
Here's some more silly ones for brainstorming:
Remote Targetting System High Slot Ewar Support
Marks a target for long range attacks. To be used in conjunction with other toys.
Long Range Target Tracker High Slot Ewar
Allows locking of targets outside of grid.
Stellar Cruise Missile launcher. High Slot Missile Launcher
This missile launcher fires citadel cruise missiles, however, if the target is more than 150km away, they will engage their internal warp drive and warp in on the target. Can be fired at anything targetted by the ship firing them, including ships that are not on grid if a long range target tracker is used.
These would make an interesting tactic for long range bombardment from anywhere within a solar system into the heart of a fight. Other weapon types might be used as well for this, but given the limitations on lasers and projectile weapons, firing those at warp ranges doesn't sound like a feasible idea.
Auxhillary Target Control Mid slot + Low Slot ECM Countermeasure
Uses lots of capacitor. When being jammed this module reduces the target reaquiring delay after you've lost your targets to ECM warfare. So instead of 20 seconds, you can target peopel again after say 15 or 10 seconds. Must be active at the time that the jamming takes place to be of use.
Defense System Supercharger Mid Slot One Shot - 1 minute
Turns on overheat on all non-weapon systems, and doubles the heat they generate as well as the heat damage. However, also doubles the bonus they give when overheated. Once activated, while the module is still running it's single 1 minute cycle, the overheat cannot be turned off.
Reason I added non-weapons was that otherwise this module would make suicide ganking way too easy. And even in non-suicide fleets, this would create a massive increase in DPS that might be quite unbalancing.
Self Destruct Override Med slot Ewar
This module works like a hacking module, however it's aimed at enemy ships that have activated their self destruct system. If successfull, this module will deactivate the enemy self destruct mechanism. The pilot who issued the self destruct can ofcourse reengage it, but the timer will be reset.
Grappling Claw 2 x High Slot Miscelanious
This module has a very short range ( 2km tops ), but when activated, attaches the pilot's ship to another ship. From then on, the ship that has latched itself onto the other ship will be able to influence it's movements, depending on relative strength of their engines. ( aka top speed ) While you cannot make another ship stop, you can make it move differently than it is intending. Thus either pulling it away from something, or towards something, or simply messing with it's aligning. To determine the flightpath ofboth ships, their respective flight vectors are calculated independently and added to eachother to form the resulting flight vector. Thus if both ships want to fly in the same direction, their combined engine power will give them a nice speed boost. When grappled, transversal speed between the 2 grappled ships also becomes 0.
Drone Stealth Module High Slot Covert/black op ships only
if this module is on a covert/black ops ship, it will allow it to cloak, even when it has it's drones out, as long as it's drones are orbitting nearby. The module will extend the cloak of the ship around the orbitting drones, which will then also be cloaked. When decloaking, drones will also suffer from the same targetting delay as their parent ship.
Defense Drone Small drone
This drone will orbit the ship it's guarding, either the parent or assigned guard target, and intercept any incoming missiles attempting to shoot them down before they hit the ship, like defender missiles, but without the continual annoyance of having to time your button.
Dual Propulsion System Medium Slot
These come in 1MN, 10MN and 100MN sizes, and while requiring more powergrid and lots more CPU, can be used as either an Afterburner or a Microwarp drive.
Control System Scrambler Medium Slot
When activated on an enemy ship, it has a chance to shut down one of their runnign modules or module groups. Can be scripted to affect a specific kind of module. Passive module do have a chance to be targetted by this module, however they are not affected.
Scripts include: Weapon System Scrambler Shield System Scrambler Energy System Scrambler Armour System Scrambler Ewar System Scrambler Propulsion System Scrambler
When scripted, if the module is successfull in shutting down something, it will shutdown 1 random module of the given type.
for instance:
The module is fired at say a Rifter with 2 autocannons, a medium shield extender, a warp scrambler, an Afterburner, a DCU and a Gyrostabiliser.
unscripted, any module would have a 1 in 7 chance of being affected and shut down. if it was scripted with a shield system scrambler, it would only target the medium shield extender, which is a passive module, so cannot be affected. A propulsion system scrambler would shut down the afterburner, and a weapon system scrambler would shut down 1 of the autocannons, or both if they are grouped together.
Capital Shield Projector 2 x High Slot Requires Strontium
This module, which can only be used on capital sized ships, massively extends the range of it's shields, deploying a bubble around itelf and any ships within a 10km range. Ships inside cannot target anythign outside, nor can be targetted by anything outside like a POS shield. Doing this will make the capital ship immobile for 5 minutes, just like a normal siege module, and can be used in conjunction with one. It does not strengthen the shields, but only extends them into a larger radius, and if the shield is breached, all protection that it offers is negated, however the timer will still be running for the siege mode.
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