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Author Topic: Module/Hull Mod Suggestions  (Read 5023 times)

hairrorist

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Module/Hull Mod Suggestions
« on: February 17, 2012, 02:45:28 PM »

It's probably most helpful if we gather all the module suggestions and concerns into one thread instead of hurling them all over the forum.

Add your ideas to the list!

Flight Deck As either an OP costly module or hull mod.  As a module, perhaps "Docking Bay & Hangar."
Advanced Sensors: Large increase to visible sight.  Cheap mod/module since it has limited application.

Others?
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Notacommy

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Re: Module/Hull Mod Suggestions
« Reply #1 on: February 19, 2012, 02:09:25 AM »

You should add a stealth mod that would stop small pirate vessels from fleeing and give the enemy less of an ability to detect you from long range

You should aldso add a mod that can take away your shield but super charge your weapons and speed with all that extra flux

You should also add in a mod that adds some sort of hud that shows the path of enemy shots and missiles and gives you a course to avoid them with
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ClosetGoth

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Re: Module/Hull Mod Suggestions
« Reply #2 on: February 19, 2012, 04:35:45 PM »

There should also be a module for taking reduced damage when ramming (I am thinking for shields).

Also, one for increasing targeting ability of weapons. This would be accuracy for ballistic and energy weapons, and tracking ability for missiles.

Also, a module for increasing the turret arcs (on applicable ships, this would be pretty sweet).

And, how about a module that makes your ship mirror-like, reducing armor (or mobility) and making your ship reflect lasers somewhat.

Oh, and my FAVORITE ideas? How about two modules, one that makes your ship attract nearby ships, and one that repels? It would be SO COOL if you could have/turn on a tractor/repulsion beam, or aura.

Also, I think that some modules should really increase the mass of your ship! Especially Heavy Armor!
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Notacommy

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Re: Module/Hull Mod Suggestions
« Reply #3 on: February 19, 2012, 10:11:42 PM »

How about a high velocity mod that makes shots fire and move faster

And a mod that makes bullets and energy weapons track targets to a small degree
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ClosetGoth

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Re: Module/Hull Mod Suggestions
« Reply #4 on: February 20, 2012, 12:54:39 PM »

How about an overclocker module that increases weapon rate of fire (and possibly other things) at the cost of 50% more flux from weapons. There are actually some ships that have too much flux venting capability to use effectively with their low-flux weapons.
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Zarcon

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Re: Module/Hull Mod Suggestions
« Reply #5 on: February 20, 2012, 01:50:36 PM »

How about an overclocker module that increases weapon rate of fire (and possibly other things) at the cost of 50% more flux from weapons. There are actually some ships that have too much flux venting capability to use effectively with their low-flux weapons.

That is a pretty cool idea, sounds fairly balanced, and should be easyish to add as well.    ;D
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Okim

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Re: Module/Hull Mod Suggestions
« Reply #6 on: February 20, 2012, 10:19:41 PM »

On the other hand a ship with low flux venting equipped with high flux generating weapons may enjoy an advanced cooling network mod that reduces weapon`s flux generation by 25% (without penalties to the  rate of fire, but quite costly).

icepick37

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Re: Module/Hull Mod Suggestions
« Reply #7 on: February 21, 2012, 08:59:52 AM »

How about allowing stacked mods with increasing costs. So you could make a wolf with doubly augmented engines?  :D
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Avan

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Re: Module/Hull Mod Suggestions
« Reply #8 on: February 21, 2012, 09:09:37 AM »

double augmented tempest, hell yes!

icepick37

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Re: Module/Hull Mod Suggestions
« Reply #9 on: February 21, 2012, 09:16:37 AM »

Seriously. :D
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Flare

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Re: Module/Hull Mod Suggestions
« Reply #10 on: February 21, 2012, 10:59:04 AM »

Hullmods that increase ordnance points, but provide a huge hit to a particular aspect of your ship. You'd have to limit how many you can put in a ship though, otherwise you'd just stack them ad infinitum, or it would be limited by some sort of extreme weakness when it's stacked too much, like a continual loss of hull integrity in combat, or extreme fragility. It gives me the idea of a glass cannon that stays in the back, takes a few shots and either the battle ends or the ship has to retreat.
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Reapy

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Re: Module/Hull Mod Suggestions
« Reply #11 on: February 21, 2012, 12:13:34 PM »

This might be a little bit more than a hull mod, but it would be really cool if there was a troop transport / docking boarding sort of hull mod that you could put marines.  One of my favorite mission types in tie fighter was escorting boarding ships to targets and defending them while they stormed the ship. I know there is the abstracted post boarding action, but would be pretty cool if you capture or disable large ships this way while the fight is happening.
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