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Nestor Ne'Arthe
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Posted - 2004.11.30 21:13:00 -
[211]
New generation of cloaking, mimicing.
Here's the discussion about it.
Module that lets you fool other ship scanners/visual systems about your true identity. Opens a lot more possibilities than cloaking :) -- Portfolio (currently .PL only) - nestor.art.pl
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Nestor Ne'Arthe
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Posted - 2004.11.30 21:13:00 -
[212]
New generation of cloaking, mimicing.
Here's the discussion about it.
Module that lets you fool other ship scanners/visual systems about your true identity. Opens a lot more possibilities than cloaking :) -- Portfolio (currently .PL only) - nestor.art.pl
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Zibun Ionic
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Posted - 2004.12.01 13:03:00 -
[213]
Edited by: Zibun Ionic on 01/12/2004 13:06:18 Didn't have time to read through this thread to see if it's already suggested, but in case it's not read this:
Module: Crews
It's about ship crews.
forgive our sins that we are about to commit |

Zibun Ionic
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Posted - 2004.12.01 13:03:00 -
[214]
Edited by: Zibun Ionic on 01/12/2004 13:06:18 Didn't have time to read through this thread to see if it's already suggested, but in case it's not read this:
Module: Crews
It's about ship crews.
forgive our sins that we are about to commit |

Noriath
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Posted - 2004.12.02 16:24:00 -
[215]
Edited by: Noriath on 02/12/2004 16:28:06 I would like to see a new twist on the old idea of smoke granades on vihicles. This would be to make a quick getaway if you have been called as a target or in general just want to disapear for a few seconds.
It would be a highslot module and essentially be a series of launcher tubes all over the ship that are loaded with granades that contain charged metal strips, magnesium and small pieces of antimatter. If fired those things would form a dense cloud around your ship and throw off any kind of targeting device. LADAR and visual targeting would not be able to see the ship with a bright cloud of burning magnesium around it emiting intense light, Magnetometric and radar would not be able to penetrate the metal strips, that work like Chaff in WW2, and the small amounts of Antimatter would make it impossible to get any gravimetric sensor data.
Basicly the module would instantly kill all target locks on your ship and make it impossible to lock it again for some 10 seconds. Also the module would kill all target locks you currently have and make it impossible for your to target anyone for 20 seconds. Your sensors are affected for longer because the cloud is much closer to them.
Since in order to do this the ship has to fire something like 500 granades in all directions at the same time the Module would require very expensive ammo that is rather bulky, like 5m¦ per charge. Also it would have to reload after every shot, which should take almost a minuite.
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Noriath
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Posted - 2004.12.02 16:24:00 -
[216]
Edited by: Noriath on 02/12/2004 16:28:06 I would like to see a new twist on the old idea of smoke granades on vihicles. This would be to make a quick getaway if you have been called as a target or in general just want to disapear for a few seconds.
It would be a highslot module and essentially be a series of launcher tubes all over the ship that are loaded with granades that contain charged metal strips, magnesium and small pieces of antimatter. If fired those things would form a dense cloud around your ship and throw off any kind of targeting device. LADAR and visual targeting would not be able to see the ship with a bright cloud of burning magnesium around it emiting intense light, Magnetometric and radar would not be able to penetrate the metal strips, that work like Chaff in WW2, and the small amounts of Antimatter would make it impossible to get any gravimetric sensor data.
Basicly the module would instantly kill all target locks on your ship and make it impossible to lock it again for some 10 seconds. Also the module would kill all target locks you currently have and make it impossible for your to target anyone for 20 seconds. Your sensors are affected for longer because the cloud is much closer to them.
Since in order to do this the ship has to fire something like 500 granades in all directions at the same time the Module would require very expensive ammo that is rather bulky, like 5m¦ per charge. Also it would have to reload after every shot, which should take almost a minuite.
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Scornfull
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Posted - 2004.12.03 06:57:00 -
[217]
In agreement with Seraph Demon:
Med Slot: Tractor Beam Max Range 10km Max mass 5km3 Cpu req 35 PG req 10 Activation Cost 2 Cap every 10 seconds
Could also create a new skill under Industry or Drones that allows 2km increase range per skill lvl up to the max range of 10 km Thanks for the oportunity to share the ideas! ----------------------------------------------- Ive been to the Badlands and back, it's not all that! |

Scornfull
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Posted - 2004.12.03 06:57:00 -
[218]
In agreement with Seraph Demon:
Med Slot: Tractor Beam Max Range 10km Max mass 5km3 Cpu req 35 PG req 10 Activation Cost 2 Cap every 10 seconds
Could also create a new skill under Industry or Drones that allows 2km increase range per skill lvl up to the max range of 10 km Thanks for the oportunity to share the ideas! ----------------------------------------------- Ive been to the Badlands and back, it's not all that! |

DarK
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Posted - 2004.12.12 15:32:00 -
[219]
Originally by: Uuldahan Edited by: Uuldahan on 29/10/2004 09:42:34
Originally by: Roshandari Direct Power Conversion Modules-
A series of High or Med slot items that would criple one aspect of the ship to gain a significant advantage in another.
Examples
-50% to powergrid -> +50% shield HP -50% to shield HP -> +25% speed -25% to shield hp, -25% speed -> +50% powergrid etc. you get the idea...
Skill requirements ; energy grid management 5, engineering 5, shield management 5(for those dealing with shield hp) / hull upgrades 5 (for those dealing with engine speed)
Initially, that was the idea I wanted to add here but really, in order to bring more tactic during fights, the ultimate thing would be that EVERY ships have some kind of energy managment system that give the power to change speed, power attack or shield on the fly.
I don't know if the devs have ever think of it but a TRI (Tactical Resource Interface) system like the one in the X-Wing or I-War series (it allows you to distribute your ship's energy, allocating more power as needed to shields, weapons, or engines) would make fights incredibly more interesting.
For the first time with such a system, what'd determine victory wouldn't be only modules installed but also skills of pilots DURING fights since they'd have the opportunity to make tactical decisions according to the situations.
Really, there's no need to add thousands of modules to bring depth and diversity to this game, I think all we need is more flexibity during combats and the tools to make clever decisions 
I can't express how much I want this to happen. I loved how in starfleet command you could change the power going to shields/engines/weapons and such. I REALLY want this.
This would seriously increase the pilot skill in game, I agree
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DarK
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Posted - 2004.12.12 15:32:00 -
[220]
Originally by: Uuldahan Edited by: Uuldahan on 29/10/2004 09:42:34
Originally by: Roshandari Direct Power Conversion Modules-
A series of High or Med slot items that would criple one aspect of the ship to gain a significant advantage in another.
Examples
-50% to powergrid -> +50% shield HP -50% to shield HP -> +25% speed -25% to shield hp, -25% speed -> +50% powergrid etc. you get the idea...
Skill requirements ; energy grid management 5, engineering 5, shield management 5(for those dealing with shield hp) / hull upgrades 5 (for those dealing with engine speed)
Initially, that was the idea I wanted to add here but really, in order to bring more tactic during fights, the ultimate thing would be that EVERY ships have some kind of energy managment system that give the power to change speed, power attack or shield on the fly.
I don't know if the devs have ever think of it but a TRI (Tactical Resource Interface) system like the one in the X-Wing or I-War series (it allows you to distribute your ship's energy, allocating more power as needed to shields, weapons, or engines) would make fights incredibly more interesting.
For the first time with such a system, what'd determine victory wouldn't be only modules installed but also skills of pilots DURING fights since they'd have the opportunity to make tactical decisions according to the situations.
Really, there's no need to add thousands of modules to bring depth and diversity to this game, I think all we need is more flexibity during combats and the tools to make clever decisions 
I can't express how much I want this to happen. I loved how in starfleet command you could change the power going to shields/engines/weapons and such. I REALLY want this.
This would seriously increase the pilot skill in game, I agree
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Riela Tanal
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Posted - 2004.12.13 09:21:00 -
[221]
Edited by: Riela Tanal on 13/12/2004 09:29:56 Edited by: Riela Tanal on 13/12/2004 09:26:35 Graviton Beam The reverse of a repulsor beam, the graviton beam cannon will do 2x as much damage to target crafts armor/hull once shields are down by literally shattering the plating to pieces.
Phased Polaron Beam This weapon emits a energy beam out of phase with normal matter and therefore passes right through shields but with a small amount of damage done. Useful against shield intensive ships but with weaker armor.
Damper Field Energy field surrounding a ship that replaces a ships shields but in doing so absorbs 75% of all damage sustained.
Adaptive Organic Armor Organic Armor Plating that learns from every encounter. Everytime a weapon strikes once future strikes of same weapons are reduced by 50%.
Achilles Targeting Unit Sophisticated Sensors scan the enemy ship thoroughly and finds its weak spot in shields and increases weapon damage to shields by 25%
Stealth Field Generator Sophisticated sensors scramble and jam enemy sensors into believing there is no ship there. The only draw back is it does not conceal you visually and you gain a defensive bonus but it will drain your capacitor as long as its on.
Shield Disruptor Tunneling Neutrino Beam, which overloads shield generators, this device has a 25% chance to completely knock out the shields of an opposing vessel.
Energy Absorber This device is a modification to shields, whenever beam weapons are fired at your ship 10% of its total energy is absorbed into the device. After 500 points of damage have been absorbed, the weapon may fire an energy burst back at the enemy vessel.
Crystalline Armor 80% of all beam weapon energy is deflected into space.
Quantum Detonator Powerful explosive hooked up directly into the Reactor system. If your ship is destroyed or you initiate a self destruct command, your ship will detonate a powerful explosive.
Tachyon Sensor Upgrade The Tachyon Sensors detect the Tachyon emmissions left by cloaked vessels and allow them to be targeted and fired on.
Arachnid Sensor System Using Optical devices to detect ships, it makes this sensor system immune to target jamming and disruption. However, the downside is light will blind the sensors if it is bright enough.
Phased Shield Generator Remodulates the shields against Shield Piercing beam weapons but the drawback is that the weapons will do double damage to your shields instead of piercing them.
Quantum Singularity Reactor This system uses a complex series of graviton beams to mimic the destructive power of a black hole on a local scale, creating an artificial quantum singularity. This self sustaining reactor system destroys all matter introduced into the singularity, creating a 100% energy release. Efficiency of a given ship to exploit this energy release varies.
Reflection Field An energy field surrounding the ship has a 50% chance of reflecting all energy weapons back at your opponent.
Organic Armor Self-regenerating organic armor, regenerates 5% per minute of total armor points.
Particle Laser Cannon Heavy Laser Cannon, designed for cruiser and above ships. This weapon fires a focused constant burst of energy(like how strip miners mine but longer duration). This weapons is extremly powerful and has medium range of 10km, the one weakness to this weapon is they are mounted on the front section of a ship and are incable of fast rotation. This weapon is designed to combat larger more slower enemy ships.
Hyper X Capacitors Enhanced storage batteries installed on beam weapons enable them to fire 2x per minute but taking longer to recharge.
Holographic Decoy System Generates a Holographic Image on Sensors to fool your enemy into thinking he is being swarmed(will also create a duplicate on local to prevent metagaming).
Wide Area Jammer Enhanced Jammer Array covers a wide array around your ship of 20km jams targeting systems for all enemy ships in range.
Moleculartronic Targetting Array Molecular Based Computer system, operates faster than any known computer system. Enhances the targetting range and number of locked targets. This system also decreases miss chances of all weapons on your ship.
Structural Analyzer Sophisticated Sensors scan the enemy hull thoroughly and locates a weak spot on the hull therefore increasing damage to hull/armor by 25% Riela Tanal, Senior Director "Never underestimate the element of surprise"
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Riela Tanal
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Posted - 2004.12.13 09:21:00 -
[222]
Edited by: Riela Tanal on 13/12/2004 09:29:56 Edited by: Riela Tanal on 13/12/2004 09:26:35 Graviton Beam The reverse of a repulsor beam, the graviton beam cannon will do 2x as much damage to target crafts armor/hull once shields are down by literally shattering the plating to pieces.
Phased Polaron Beam This weapon emits a energy beam out of phase with normal matter and therefore passes right through shields but with a small amount of damage done. Useful against shield intensive ships but with weaker armor.
Damper Field Energy field surrounding a ship that replaces a ships shields but in doing so absorbs 75% of all damage sustained.
Adaptive Organic Armor Organic Armor Plating that learns from every encounter. Everytime a weapon strikes once future strikes of same weapons are reduced by 50%.
Achilles Targeting Unit Sophisticated Sensors scan the enemy ship thoroughly and finds its weak spot in shields and increases weapon damage to shields by 25%
Stealth Field Generator Sophisticated sensors scramble and jam enemy sensors into believing there is no ship there. The only draw back is it does not conceal you visually and you gain a defensive bonus but it will drain your capacitor as long as its on.
Shield Disruptor Tunneling Neutrino Beam, which overloads shield generators, this device has a 25% chance to completely knock out the shields of an opposing vessel.
Energy Absorber This device is a modification to shields, whenever beam weapons are fired at your ship 10% of its total energy is absorbed into the device. After 500 points of damage have been absorbed, the weapon may fire an energy burst back at the enemy vessel.
Crystalline Armor 80% of all beam weapon energy is deflected into space.
Quantum Detonator Powerful explosive hooked up directly into the Reactor system. If your ship is destroyed or you initiate a self destruct command, your ship will detonate a powerful explosive.
Tachyon Sensor Upgrade The Tachyon Sensors detect the Tachyon emmissions left by cloaked vessels and allow them to be targeted and fired on.
Arachnid Sensor System Using Optical devices to detect ships, it makes this sensor system immune to target jamming and disruption. However, the downside is light will blind the sensors if it is bright enough.
Phased Shield Generator Remodulates the shields against Shield Piercing beam weapons but the drawback is that the weapons will do double damage to your shields instead of piercing them.
Quantum Singularity Reactor This system uses a complex series of graviton beams to mimic the destructive power of a black hole on a local scale, creating an artificial quantum singularity. This self sustaining reactor system destroys all matter introduced into the singularity, creating a 100% energy release. Efficiency of a given ship to exploit this energy release varies.
Reflection Field An energy field surrounding the ship has a 50% chance of reflecting all energy weapons back at your opponent.
Organic Armor Self-regenerating organic armor, regenerates 5% per minute of total armor points.
Particle Laser Cannon Heavy Laser Cannon, designed for cruiser and above ships. This weapon fires a focused constant burst of energy(like how strip miners mine but longer duration). This weapons is extremly powerful and has medium range of 10km, the one weakness to this weapon is they are mounted on the front section of a ship and are incable of fast rotation. This weapon is designed to combat larger more slower enemy ships.
Hyper X Capacitors Enhanced storage batteries installed on beam weapons enable them to fire 2x per minute but taking longer to recharge.
Holographic Decoy System Generates a Holographic Image on Sensors to fool your enemy into thinking he is being swarmed(will also create a duplicate on local to prevent metagaming).
Wide Area Jammer Enhanced Jammer Array covers a wide array around your ship of 20km jams targeting systems for all enemy ships in range.
Moleculartronic Targetting Array Molecular Based Computer system, operates faster than any known computer system. Enhances the targetting range and number of locked targets. This system also decreases miss chances of all weapons on your ship.
Structural Analyzer Sophisticated Sensors scan the enemy hull thoroughly and locates a weak spot on the hull therefore increasing damage to hull/armor by 25% Riela Tanal, Senior Director "Never underestimate the element of surprise"
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hattifnatt
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Posted - 2004.12.16 16:41:00 -
[223]
Edited by: hattifnatt on 16/12/2004 21:12:01 a 2mn ab would be nice as the 10mn on ceptors was nerfed  better than 1MN but still a frig module need more power and skills 
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hattifnatt
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Posted - 2004.12.16 16:41:00 -
[224]
Edited by: hattifnatt on 16/12/2004 21:12:01 a 2mn ab would be nice as the 10mn on ceptors was nerfed  better than 1MN but still a frig module need more power and skills 
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hambo
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Posted - 2004.12.18 15:22:00 -
[225]
Deep Core miner II pulls minerals directly from roids directly but relitivly slow.
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hambo
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Posted - 2004.12.18 15:22:00 -
[226]
Deep Core miner II pulls minerals directly from roids directly but relitivly slow.
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hambo
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Posted - 2004.12.18 15:29:00 -
[227]
*this could be a tractor beem mod that would allow a miner to pull a jet can with him as he moves this would reduce lag, also if drones could be commanded to retreve loot cans that would clean things up a bit, another way to reduce jet cans is to allow gang menbers to mine directly in to the haulers cargo hold as if it was a jetcan, the smaller ships would still be using there cargo cap so it would npt be for afk mining.
Originally by: Wolla Tug ship/ tug drone...
a tug ship can fly up to containers hook them on, and drag them to their destination,
each container (also taking into consideration the size of the container) will slow the tug down by a percentage.
there will be a Max amount of containers in the chain. Just a thought... maybe a rookie ship?
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hambo
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Posted - 2004.12.18 15:29:00 -
[228]
*this could be a tractor beem mod that would allow a miner to pull a jet can with him as he moves this would reduce lag, also if drones could be commanded to retreve loot cans that would clean things up a bit, another way to reduce jet cans is to allow gang menbers to mine directly in to the haulers cargo hold as if it was a jetcan, the smaller ships would still be using there cargo cap so it would npt be for afk mining.
Originally by: Wolla Tug ship/ tug drone...
a tug ship can fly up to containers hook them on, and drag them to their destination,
each container (also taking into consideration the size of the container) will slow the tug down by a percentage.
there will be a Max amount of containers in the chain. Just a thought... maybe a rookie ship?
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hambo
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Posted - 2004.12.18 15:40:00 -
[229]
Mining controll unit, allows mining lazers to switch targets, I am a casual player so some times I park a hauler in a high security roid field and do some mining since the hauler can only mount one mining laser and gets no bonus I dont feel I am unballancing the galaxy,this allows me to do other RL stuff and still get the most out of my game time, this modual will switch your mining laser to the next roid you have targeted you could have differant levels for the max number of switches so a level 1 could make 1 switch and lvl 2 could make 2 and so on. this modual could be made to work with all mining lazers equiped or just 1 per modual. so in a horder which can lock 2 targets max could use a level 1 modual for its 1 mining lazer and mine a total of 2 roids befor a hand on the controlls would be required.
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hambo
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Posted - 2004.12.18 15:40:00 -
[230]
Mining controll unit, allows mining lazers to switch targets, I am a casual player so some times I park a hauler in a high security roid field and do some mining since the hauler can only mount one mining laser and gets no bonus I dont feel I am unballancing the galaxy,this allows me to do other RL stuff and still get the most out of my game time, this modual will switch your mining laser to the next roid you have targeted you could have differant levels for the max number of switches so a level 1 could make 1 switch and lvl 2 could make 2 and so on. this modual could be made to work with all mining lazers equiped or just 1 per modual. so in a horder which can lock 2 targets max could use a level 1 modual for its 1 mining lazer and mine a total of 2 roids befor a hand on the controlls would be required.
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Sarkos
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Posted - 2004.12.19 06:32:00 -
[231]
Two different los slot converters.
1) Cargo->Drone. Converts cargo space to drone space with some loss. 125M3 cargo gives 100M3 drones space.
2) Drone->Cargo. Same thing in reverse. 125M3 drone space gives 100M3 extra cargo space.
EW Drones: These heavy drones have no attack, but would be usable for webbing or warp disruption as well as sensor dampening or EM burst.
Phallanx Anti-Missile Laser turret: Auto targets any Drones or missiles locked onto you and shoots them down, maybe. Short range, but fast firing. or Phallanx Targeting: A high slot item that when active allowes a ship to auto target any Drones or Misiles. This would be a frigate item only and allow frigates and destroyers to run around killing drones and missiles to aid in fleet support.
Cloak detector for Destroyers. A 'Burst' device that uncloaks cloaked ships. Skill level would increase the range of the pulse.
Carrier: A BS class of ship that has massive drone and cargo space as well as an inherent X2 drone control built in. Internal Drone bays would allow drones to be grouped as wings of 4, so control is per wing, as well as auto drone repair. High slots would only be 4 turret or missile, but mid and low slots would number 5 each.
Defender-D missiles for drone defence.
Reload All button: Pressing it reloads all weapons with current ammos and missiles.
Alpha Strike button: Pressing it unleashes all of your weapons at the selected target.
Either free the slaves or we will come and get them.
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Sarkos
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Posted - 2004.12.19 06:32:00 -
[232]
Two different los slot converters.
1) Cargo->Drone. Converts cargo space to drone space with some loss. 125M3 cargo gives 100M3 drones space.
2) Drone->Cargo. Same thing in reverse. 125M3 drone space gives 100M3 extra cargo space.
EW Drones: These heavy drones have no attack, but would be usable for webbing or warp disruption as well as sensor dampening or EM burst.
Phallanx Anti-Missile Laser turret: Auto targets any Drones or missiles locked onto you and shoots them down, maybe. Short range, but fast firing. or Phallanx Targeting: A high slot item that when active allowes a ship to auto target any Drones or Misiles. This would be a frigate item only and allow frigates and destroyers to run around killing drones and missiles to aid in fleet support.
Cloak detector for Destroyers. A 'Burst' device that uncloaks cloaked ships. Skill level would increase the range of the pulse.
Carrier: A BS class of ship that has massive drone and cargo space as well as an inherent X2 drone control built in. Internal Drone bays would allow drones to be grouped as wings of 4, so control is per wing, as well as auto drone repair. High slots would only be 4 turret or missile, but mid and low slots would number 5 each.
Defender-D missiles for drone defence.
Reload All button: Pressing it reloads all weapons with current ammos and missiles.
Alpha Strike button: Pressing it unleashes all of your weapons at the selected target.
Either free the slaves or we will come and get them.
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Posmart
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Posted - 2004.12.20 11:35:00 -
[233]
ROF / Damage mods for Smartbombs, and the other highslot weapons that don't have them like nosferatus - could make a whole lot of interesting new setups possible.
I daresay someone's already thought of that one but I didn't read the whole thread.
And not in the mods department - a skill that enables you to talk to your agents in space from a certain range, like the trade skills have range. After all, if all you had to do was patrol the system your agent is in and kill 5 spawns at 5 locations, why not just be able to radio in "I've done it and I don't need to come back in to station so just hit me with the next mission please mr agent". My local minicab company seems able to manage it. Would enable missions to take place further from your home system, get more done, more interesting / RP perhaps too.
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Posmart
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Posted - 2004.12.20 11:35:00 -
[234]
ROF / Damage mods for Smartbombs, and the other highslot weapons that don't have them like nosferatus - could make a whole lot of interesting new setups possible.
I daresay someone's already thought of that one but I didn't read the whole thread.
And not in the mods department - a skill that enables you to talk to your agents in space from a certain range, like the trade skills have range. After all, if all you had to do was patrol the system your agent is in and kill 5 spawns at 5 locations, why not just be able to radio in "I've done it and I don't need to come back in to station so just hit me with the next mission please mr agent". My local minicab company seems able to manage it. Would enable missions to take place further from your home system, get more done, more interesting / RP perhaps too.
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Icarus Starkiller
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Posted - 2004.12.26 00:36:00 -
[235]
A few missile ideas:
T2 Missile: Banshee Size: Light Speed: 1000m/s Flight time: 30s Damage: None Effect: Scanner Disruption of 6 to all scanning freqs for 2 seconds +5%/lvl in light missiles.
T2 Missile: Incarcerator Size: Light Speed: 1000m/s Flight time: 20s Damage: None Effect: Webbify for 5 seconds. While Incarcerator effect in place all additional Incarcerators ineffective.
T2 Missile: Cluster Defender Size: Light/Hvy/Torp primary munition Speed: 5000m/s* Flight time: 10s* Damage: per std. defender Effect: 10km from launching ship missile splits into three (light), five (heavy), twelve (torp) submunition FOF missile seekers. Submunitions seek all missiles fired by ships currently targeted by the ship launching the CD - regardless of where that ship's missiles are heading (even friendlies locked for remote support!).
T2 Missile: Core Scrambler Size: Light Speed: 700m/s Flight time: 20s Damage: None Effect: Warp scramble strength of 1 for 5 seconds. Additional CS missiles during that time add no additional effect.
T2 Missile: Core Destablaizer Size: Heavy Speed: 700m/s Flight time: 20s Damage: None Effect: Warp scramble strength of 3 for 5 seconds. Additional CD/CS missiles during that time add no additional effect.
T2 Missile: Ion Storm Size: Light Speed: 1200m/s Flight time: 30s Damage: Nine Effect: Neutralizes X ammount of cap for X seconds. Heavy version: Nebula Cruise Version: Nova Torpedo Version: Supernova
T2 Missile: Tag Size: Light Speed: 2300m/s Flight Time: 11s Damage: None Effect: Makes tagged ship an instant missile magnet. All munitions currently en route to a target within 10KM re-target the ship stricken by a TAG. Target re-acquisition period lasts 4 seconds, but all munitions maintain lock after TAG effect dissipates. TAG lasts 4 seconds, effective immunity from furter TAG strikes lasts 8 seconds.
T2 Torpedo: Dozer Size: Torpedo Speed: 800m/s Flight time: 120s Damage: None Effect: 'bumps' a ship. Effect is that of a 10mn AB - but induces a vector on the target vessel in line with the missile's flight path. The missile 'attaches' itself to the target ship and pushes it in a direct line away from the launching ship for 10 seconds.
Module: Rocket boosters Slot: Med Effect: +5% to missile velocity. +2% per Missile Launcher Operation CPU: 20 PG: 15 Cap: 120 Duration: 60 sec Uses a laser boosting system to accellerate the missiles from launch bays.
Module: Medium/Large rocket launchers Slot: High Just like your basic rocket launcher, but with greater ammunition capacity. Can fit only rockets or Defender missiles.
Okay, I'm done rambling.
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Icarus Starkiller
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Posted - 2004.12.26 00:36:00 -
[236]
A few missile ideas:
T2 Missile: Banshee Size: Light Speed: 1000m/s Flight time: 30s Damage: None Effect: Scanner Disruption of 6 to all scanning freqs for 2 seconds +5%/lvl in light missiles.
T2 Missile: Incarcerator Size: Light Speed: 1000m/s Flight time: 20s Damage: None Effect: Webbify for 5 seconds. While Incarcerator effect in place all additional Incarcerators ineffective.
T2 Missile: Cluster Defender Size: Light/Hvy/Torp primary munition Speed: 5000m/s* Flight time: 10s* Damage: per std. defender Effect: 10km from launching ship missile splits into three (light), five (heavy), twelve (torp) submunition FOF missile seekers. Submunitions seek all missiles fired by ships currently targeted by the ship launching the CD - regardless of where that ship's missiles are heading (even friendlies locked for remote support!).
T2 Missile: Core Scrambler Size: Light Speed: 700m/s Flight time: 20s Damage: None Effect: Warp scramble strength of 1 for 5 seconds. Additional CS missiles during that time add no additional effect.
T2 Missile: Core Destablaizer Size: Heavy Speed: 700m/s Flight time: 20s Damage: None Effect: Warp scramble strength of 3 for 5 seconds. Additional CD/CS missiles during that time add no additional effect.
T2 Missile: Ion Storm Size: Light Speed: 1200m/s Flight time: 30s Damage: Nine Effect: Neutralizes X ammount of cap for X seconds. Heavy version: Nebula Cruise Version: Nova Torpedo Version: Supernova
T2 Missile: Tag Size: Light Speed: 2300m/s Flight Time: 11s Damage: None Effect: Makes tagged ship an instant missile magnet. All munitions currently en route to a target within 10KM re-target the ship stricken by a TAG. Target re-acquisition period lasts 4 seconds, but all munitions maintain lock after TAG effect dissipates. TAG lasts 4 seconds, effective immunity from furter TAG strikes lasts 8 seconds.
T2 Torpedo: Dozer Size: Torpedo Speed: 800m/s Flight time: 120s Damage: None Effect: 'bumps' a ship. Effect is that of a 10mn AB - but induces a vector on the target vessel in line with the missile's flight path. The missile 'attaches' itself to the target ship and pushes it in a direct line away from the launching ship for 10 seconds.
Module: Rocket boosters Slot: Med Effect: +5% to missile velocity. +2% per Missile Launcher Operation CPU: 20 PG: 15 Cap: 120 Duration: 60 sec Uses a laser boosting system to accellerate the missiles from launch bays.
Module: Medium/Large rocket launchers Slot: High Just like your basic rocket launcher, but with greater ammunition capacity. Can fit only rockets or Defender missiles.
Okay, I'm done rambling.
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Parmenides Elea
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Posted - 2004.12.31 09:16:00 -
[237]
This is a copy of a post i made here, somebody sugggested to post in here.
I Started thinking on ways to improve the usage of covert op frigates. Atm they are mostly used as warp-in points and scouts. Scouting can be done by any fast ship and isn't very unique.
Why not create a new module/skill combo that allows ship/cargo scanning when cloaked.
I would suggest a module that allows ship scanning but that has to be used a short range. For instance 5 km and the skill would up this to a max of 20 km. The tech 1 version would give a warning to the ennemy ship that he is being scanned. Which then allows him to move away or try to decloak the ship. The tech 2 version shouldn't give any warning. This would force campers to move around to avoid getting scanned. Fleets will have to have ceptors circling the big ships to force covert ops to uncloak.
The equipment can only be used with a covert ops cloak or on a covert ops ship. I would also suggest making it a low slot item to balance out covert ops ships. It would reduce the overwhelming presence of the buzzard atm because it has only 2 low slots.
I would suggest something like covert ops lvl 4 and survey level 5 as prerequisitive for the skill. And make it a rank 5 or 6.
To Daimoto Kurashi |

Parmenides Elea
|
Posted - 2004.12.31 09:16:00 -
[238]
This is a copy of a post i made here, somebody sugggested to post in here.
I Started thinking on ways to improve the usage of covert op frigates. Atm they are mostly used as warp-in points and scouts. Scouting can be done by any fast ship and isn't very unique.
Why not create a new module/skill combo that allows ship/cargo scanning when cloaked.
I would suggest a module that allows ship scanning but that has to be used a short range. For instance 5 km and the skill would up this to a max of 20 km. The tech 1 version would give a warning to the ennemy ship that he is being scanned. Which then allows him to move away or try to decloak the ship. The tech 2 version shouldn't give any warning. This would force campers to move around to avoid getting scanned. Fleets will have to have ceptors circling the big ships to force covert ops to uncloak.
The equipment can only be used with a covert ops cloak or on a covert ops ship. I would also suggest making it a low slot item to balance out covert ops ships. It would reduce the overwhelming presence of the buzzard atm because it has only 2 low slots.
I would suggest something like covert ops lvl 4 and survey level 5 as prerequisitive for the skill. And make it a rank 5 or 6.
To Daimoto Kurashi |

Woetra
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Posted - 2005.01.04 17:28:00 -
[239]
I would like to see AoE modules providing bonuses similar to leadership skills such as the following:
Tactical Command Uplink: 'An Advanced command module, sacrifices mobility to provide increased coordination for fleet actions'
High/Med Slot, Activation cost:40, Duration:60 Fitted ship gets -100% speed and cannot warp while module is active. Once active provides all gang members within range with a bonus
example bonuses: 25% bonus to speed and agility (50km AoE) 10% bonus to rate of fire (20km AoE) 100% bonus to sensor link duration (100mk AoE) -50% speed to all non gang members (30km AoE)
Sig Thief
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Rabbitgod
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Posted - 2005.01.06 08:36:00 -
[240]
Not a mod but it would be nice if the game auto entered notes on people that do bad things to you such as open fire htne when you run into that person 7 months down the road you know who he is by reading his notes.
Gate Log Reader Low slot 1pw 10cpu skill electronics LV3 abbilty to read a gates log book to see who has passed through a gate at what times.
Advaced comm array Med slot 10pw 25cpu skill long range comm each LV goes up from system to region ect ect abilty to communacte with agents with out being docked at their base.
Drone bay expander low slot give up some cargo space for more drone bay space
Chaff Med slot 45cpu 20pw skill chaff item would be a chaff despencer load with cheff canesters chaff would radomly cause some missiles and drones to chase the chaff instead of your ship
Auto warp lowslot 50cpu 5pw skill navagation lv4 auto warp when locked by a ship of a higher class than your own.
Smart defender missiles Each missile fired will pick a unique incomming missile to collide with.
Agents that help you locate systems with moons of a certin type you would still need to use probes to confirm thou.
abilty to use drugs to temp enhance certine abities but as a counter to useing them all the time would be skill points count down while high.
Focus Fire Mod Med slot 75cpu 50pw skill sharpshooting 3 This mod would not be passive when you clicked on it you would get an option list of what mods to hit on a targeted ship this would make for some fun when warp scrabbled of having a frig blow out the L mutispectal lens on a BS
Thats all I got for now
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