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Author Topic: Hull Mod Suggestions  (Read 1595 times)

Lord Sputnik

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Hull Mod Suggestions
« on: October 23, 2014, 10:17:26 PM »

Just a few ideas I was thinking of while playing 0.65

  • "Tow Point"  -  Lets one additional tug tow a ship  3/6/10/20
  • "Battle Pods"  -  Reduce CR consumption for deployment by 25%  3/6/10/20
  • "Over-sized Flux Conduits"  -  Increases passive flux dissipation by 10%, reduces maneuverability by 25%, not available on Capital ships  4/8/14/N.A.
  • "Emergency Recovery"  -  Recovers a disabled ship after combat, reduces cargo by 10%, reduces flux dissipation by 5% 4/8/14/24
  • "Extended Turrets"  -  Increases firing arc of all turrets by 90 degrees, increases damage weapons take by 4x  3/6/10/20
  • "Fuel Siphon"  -  Reduces fuel consumption of non-frigates by 25%    N.A./6/10/20
  • "AI System Upgrade"  -  Raises Speed, maneuverability, acceleration, flux capacity, dissipation, RoF, and Turret speed by 5%, but has a 5% chance every battle to drop CR to 25% after deployment, reduces crew capacity by 75% and crew requirements by 75%   5/10/20/40
  • "Overcharged Weapons"  -  Non-missile weapons gain 15% damage and RoF, but consume 25% more flux.  Flux dissipation reduced by 10%   3/7/12/20
  • "Zero-Point Armor"  -  Has a 10% chance of blocking damage, not available on Capital Ships  4/8/14/N.A.
  • "Engine Boost 1"  -  Increases speed by 10  2/4/6/10
  • "Engine Boost 2"  -  Increases speed by 10 and burn by 1  3/5/8/12  Req.  Engine Boost 1
  • "Engine Boost 3"  -  Increases speed by 10  2/4/6/10  Req Engine Boost 1 and 2
  • "Engine Boost 4"  -  Increases speed by 20/10/5/0  and burn by 1   3/4/8/12   Req. Engine Boost 1, 2 and 3
  • "Ion Engines"  -  Reduces fuel consumption by 90% and supply consumption per day by 25%, reduces acceleration by 50%, speed by 25% and burn by 2    4/8/14/20
  • "Overburn Engines"  -  Only usable on Destroyers and Cruisers, boosts max burn by 3, reduces max speed by 10 and doubles fuel consumption  NA/7/12/NA
  • "Iridium Engines"  -  Increases max burn by 2, doubles damage engines take and consumes fuel at half the rate in normal space.  4/8/14/20
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ZeroGman

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Alex

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Re: Hull Mod Suggestions
« Reply #1 on: October 23, 2014, 10:41:15 PM »

Neat ideas! The concept of having multiple upgrade levels (i.e. the engine boost) is interesting, food for thought there.
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Debido

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Re: Hull Mod Suggestions
« Reply #2 on: October 23, 2014, 10:43:47 PM »

In terms of modding via the API here is a quick assessment of adding these:

  • "Tow Point"  -  Lets one additional tug tow a ship  3/6/10/20
     - Unknown
  • "Battle Pods"  -  Reduce CR consumption for deployment by 25%  3/6/10/20 - possible
  • "Over-sized Flux Conduits"  -  Increases passive flux dissipation by 10%, reduces maneuverability by 25%, not available on Capital ships  4/8/14/N.A.
     - possible
  • "Emergency Recovery"  -  Recovers a disabled ship after combat, reduces cargo by 10%, reduces flux dissipation by 5% 4/8/14/24 - Possible partly with a hullmod, need to override behaviour of engagement result as well
  • "Extended Turrets"
      -  Increases firing arc of all turrets by 90 degrees, increases damage weapons take by 4x  3/6/10/20
     - Possible, need to also use WeaponSlotAPI
  • "Fuel Siphon"  -  Reduces fuel consumption of non-frigates by 25%    N.A./6/10/20
     - possible
  • "AI System Upgrade"  -  Raises Speed, maneuverability, acceleration, flux capacity, dissipation, RoF, and Turret speed by 5%, but has a 5% chance every battle to drop CR to 25% after deployment, reduces crew capacity by 75% and crew requirements by 75%   5/10/20/40
     - Mostly possible, but the 5% RNG would be best consumed in combat rather than modifying the post engagement results.
  • "Overcharged Weapons"
      -  Non-missile weapons gain 15% damage and RoF, but consume 25% more flux.  Flux dissipation reduced by 10%   3/7/12/20
     - Possible
  • "Zero-Point Armor"  -  Has a 10% chance of blocking damage, not available on Capital Ships  4/8/14/N.A.
     I'm not a fan of RNG, you may be better off every 1 second, for 1/10th of a second enable a armour reduction of all damage to 0, the remove that buff after that 1/10th of a second.
  • "Engine Boost 1"  -  Increases speed by 10  2/4/6/10
  • "Engine Boost 2"  -  Increases speed by 10 and burn by 1  3/5/8/12  Req.  Engine Boost 1
  • "Engine Boost 3"  -  Increases speed by 10  2/4/6/10  Req Engine Boost 1 and 2
  • "Engine Boost 4"  -  Increases speed by 20/10/5/0  and burn by 1   3/4/8/12   Req. Engine Boost 1, 2 and 3
    Seems possible
  • "Ion Engines"  -  Reduces fuel consumption by 90% and supply consumption per day by 25%, reduces acceleration by 50%, speed by 25% and burn by 2    4/8/14/20
     - Mostly possible, though best way to reduce supplies per day is to reduce crew requirements
  • "Overburn Engines"
      -  Only usable on Destroyers and Cruisers, boosts max burn by 3, reduces max speed by 10 and doubles fuel consumption  NA/7/12/NA Possible
  • "Iridium Engines"
      -  Increases max burn by 2, doubles damage engines take and consumes fuel at half the rate in normal space.  4/8/14/20
    Possible
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Lord Sputnik

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Re: Hull Mod Suggestions
« Reply #3 on: October 24, 2014, 05:10:41 AM »

Neat ideas! The concept of having multiple upgrade levels (i.e. the engine boost) is interesting, food for thought there.
Staying up late realizing I'm only gonna get 3 hours of sleep before I have to get up for work is a good motivator for creativity it seems.

I also like how most of Debido's comments are merely "possible".  Technically anything is possible, but I was looking more for feedback on the abilities themselves.
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ZeroGman

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Debido

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Re: Hull Mod Suggestions
« Reply #4 on: October 24, 2014, 05:24:00 AM »

I'm saying if you like these ideas, you can take them beyond a concept, and make it a real hullmod and test it out.
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