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Author Topic: New ship systems and hull mods. Post your ideas here!  (Read 28224 times)

PerturbedPug

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #30 on: January 16, 2013, 09:39:03 PM »



Reactive armor
Gameplay: +100% armor damage reduction
Lore: With the introduction of shields, armor technology seemed to be left behind, but the Domain Navy Engineering Corps always tried to find a way to combine the good resistance to direct hits typical of low-tech ships with the superior agility of high-tech designs. The most important step in this direction is the introduction of the reactive armor, which allows the existing armor plating to withstand more hits before exposing the hull. On top of the plates are placed small explosives that go off once a projectile is about to hit, slowing it down enough to lower the damage suffered by the ship.

This seems pretty cool but I think that it should be limited to only working on missiles, bombs and rockets. It would be a bit silly if the a reactive armor plate exploded in response to a few needler rounds and it might end up being op, especially with the Heavy Armor hull mod. Also it should not work on energy weapons cause you can't just simply block it with explosions.
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Gabrybbo

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #31 on: January 17, 2013, 12:45:29 AM »

This seems pretty cool but I think that it should be limited to only working on missiles, bombs and rockets. It would be a bit silly if the a reactive armor plate exploded in response to a few needler rounds and it might end up being op, especially with the Heavy Armor hull mod. Also it should not work on energy weapons cause you can't just simply block it with explosions.

You're right, but i think that is't better to keep its effectiveness against everything, except maybe beams just to give it a limited downside.
This IS op if we make the player able to use both RA and HA at the same time, but if we restrict the choice to one of the two (like with "Integrated Targeting Unit" and the other similar one) we can avoid that problem.
Still, 100% more damage reduction (which means the final damage is half the damage without RA, right?) can be VERY effective on an Onslaught, but this is going to be a high-tech hullmod, you will need to max the tech aptitude to get access to it, and it only works as a sidegrade for Heavy Armor, which should also be a bit cheaper than RA.

@endernerdcore: yeah... if we had a API method like "setVisibility" it would be great. *hint hint*  :)
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Sonlirain

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #32 on: January 18, 2013, 08:52:47 AM »

Ok here's my idea.

Make 3 types or armor as mods with Reactive and Reflective excluding each other.

1 - Heavy armor (no changes)
2 - Reactive armor (reduced damage taken from missiles/bombs but the specialized nature of the explosive plates increase damage taken from kinetic attacks by 25%)
3 - Reflective armor (reduced damage from energy weapons but the energy disrupting nature of the armor increases shield upkeep by 25%)
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BillyRueben

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #33 on: January 18, 2013, 02:46:26 PM »

Not good at coming up with names.

A hull mod that increases kinetic damage while reducing HE damage for all ballistic weapons (and another hull mod that does the opposite).
A hull mod that increases beam length (and maybe a slight damage boost) in exchange for energy projectile weapons having a much slower projectile speed.
A hull mod that increases the amount of bonus damage you get from having a high flux buildup.
A hull mod that increases the amount of flight decks a carrier has by 1, but doesn't allow the ship to mount any weapons in medium or large slots.
A hull mod that increases a ship's max speed, acceleration, and maneuverability in exchange for lowering the efficiency of the shield.
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Modest

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #34 on: January 19, 2013, 09:06:04 AM »

How about hullmod which would made Your shields a lot more resistant to attacks (but of course not too much - ballancing would be in place). But it would also change the way You are turning off Your shields. Normally when You are turning off Your shields they just dissapear. But with this hullmode shields would be dissapearing in oposite way to how they are turned on. My explenation is not too good, but I am sure that You do understand what I mean.

Alternatively insted of making Your shields more resistant to attacks, it could allow hard flux to dissapear at certian rate (again - ballancing).
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mostmodest

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #35 on: January 20, 2013, 09:09:00 AM »

Not good at coming up with names.

A hull mod that increases kinetic damage while reducing HE damage for all ballistic weapons (and another hull mod that does the opposite).
A hull mod that increases beam length (and maybe a slight damage boost) in exchange for energy projectile weapons having a much slower projectile speed.
A hull mod that increases the amount of bonus damage you get from having a high flux buildup.
A hull mod that increases the amount of flight decks a carrier has by 1, but doesn't allow the ship to mount any weapons in medium or large slots.
A hull mod that increases a ship's max speed, acceleration, and maneuverability in exchange for lowering the efficiency of the shield.

I'll give it a crack. Maybe people can refine the descriptions and values for the mods.

High Impact Projectiles
By forcing projectiles out of a gun at a higher velocity (via a detonation in the chamber), the damage output of Kinetic rounds is increased. However the detonation is provided at the cost of explosive powder from High Explosive rounds. Kinetic +20% DPS, HE -20%D DPS

Improved Explosive Formula
By refining the compounds involved in the High Explosive rounds, it is possible to increase the strength of High Explosive weapons. The power to launch these new rounds is re-routed from the Kinetic weapons. HE +20% DPS, Kinetic -20% DPS

Larger Beam Projection
By passing less flux through the burst laser systems and more flux through the Beam weapons, it is possible to extend the range of Beam weapons to 25% of their original range. As a side effect, Energy Projectile systems lose 25% of their rate of fire. Beam range +25%, EP Rate of Fire -25%

Improved Flux Harvesters
By improving a ship's ability to harness the power of excess flux, it is now possible to gain more bonus damage to all energy weapons. However, by improving the flux harnessing ability, it becomes harder to vent the stored flux. Flux supercharge now 2X stronger, Vent Time +50%

Larger Flight Decks
By removing the medium and large weapon mounts from a carrier, more space in the flight decks can be created. Flight Decks +1, Weapon placement restricted to small mounts. (Only available to carriers with medium and large weapon mounts)

Increased Engine Intake
By diverting power from the shield generator to the engines, a ship's max speed, acceleration, and maneuverability can be improved. However, this boost comes at the cost of shield efficiency. Max Speed, Acceleration, and Maneuverability +25%, Shield Efficiency -25% (also affects travel speed)

And now for some of my own

Lockdown
(system)
Can be activated once per battle.
When the hull is almost depleted, the crew can place the ship in lockdown. Immediately, all flux is diverted from all systems, with the exception of shields, and placed into the shields. The shields retract until the hull is covered, until it is repaired. Once the hull is repaired, the ship drifts through the battlefield, impervious to damage. This comes at the cost of the crew's life. Hull Repairs +100/s, Damage Received -100%, All Crew Sacrificed.

Improved Life-Support
(Hull Mod)
Through careful refining of the life-support systems, the perfect mix of chemicals in the air for concentration and reflexes has been found. Target Leading (autofire) +20%, Accuracy +20%

Self Destruct
(system)
Because no ship is complete without a big red button. by diverting full power to the engines and setting them to overload, A ship can charge at excessive speeds at an enemy before exploding after a short period of time Because of the increase in power, the engines become extremely powerful. The explosion given off by the dying ship is significantly larger than it would normally be. Max Speed, Acceleration, and Maneuverability +200%, Status set to "Self Destruct", 10 seconds until ship blows up, Shields deactivated, Ship Explosion Power +100%. (best used with escape pods)

Escape Pods
(Hull mod)
An essential on every ship, escape pods can be used to evacuate all of the crew besides half of the skeleton crew during a battle. Survivors = all crew except for 50% of skeleton crew, Priority given to higher class crew, all systems -50% during remainder of battle.

Well, that should be it. :D
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PerturbedPug

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #36 on: January 20, 2013, 03:29:57 PM »

 
Quote
Escape Pods
(Hull mod)
An essential on every ship, escape pods can be used to evacuate all of the crew besides half of the skeleton crew during a battle. Survivors = all crew except for 50% of skeleton crew, Priority given to higher class crew, all systems -50% during remainder of battle.

This sounds similar to my Escape Pods hull mod in the OP, but yours can be used mid battle...
It might be cool if enemies could shoot down the escape pods so it would rather dangerous to do it in the middle of several ships. Also would make it so that people would not use right as the ship is about to explode.
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Gothars

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #37 on: January 22, 2013, 11:38:59 PM »

Logistics AI - Internal transport drones controlled by a central beta-level AI greatly reduce the necessary effort to keep a ship supplied and running. Fleet Points of the ship are reduced by 1.
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zakastra

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #38 on: January 23, 2013, 03:45:27 AM »

Skimmed through to see if I could spot this one, Apologised if I missed it despite that.

Expanded Hold +50% Cargo capacity (Or a Dynamic % that uses all "left over" OP points at the time of refit)
Space normally used to Weapons and Ship Systems can be left empty, and with a little optimisation can be used for safe and secure storage of cargo

Long Range Fuel Tanks +50% Fuel Capacity (This should be Included as standard on Tanker vessels, With Base fuel capacity reduced and OP budget increased to match)
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Lucian Greymark

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #39 on: January 25, 2013, 12:16:16 AM »

Ship systems:
Ammo feeder: Increases the rate of ballistic weapon firing for a brief duration
Flux overcharge: Briefly count your flux hyper charge as double the normal value
Flare burst: The targeted ship's weapons no longer track moving targets accurately (one shot per battle)
Phase reflection: The targeted ship is phased out of battle as if it had the "Phase cloak" defense system. Preventing it from firing and taking damage but drains your flux, can be turned off by targeting another ship or simply pressing "f" again.

Hull mods:
Gauss overcharge: Increase the damage and range of railgun type weapons by 100,50/200,100/300,200 depending on weapon size (Assuming that the game remains with only three railgun type weapons.)
Intuitive response system: Ballistic and energy weapons on auto fire have +20% range and +10% tracking
Reactive armour plates: Successive shots of the same weapon (In one battle) do 10% less damage and cause 10% less flux damage to shields.
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K-64

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #40 on: January 25, 2013, 07:51:01 PM »

Ammo feeder: Increases the rate of ballistic weapon firing for a brief duration

That already exists though, in fact it's called Accelerated Ammo Feeder. You know, the system on the Lasher and Hammerhead :P
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Lucian Greymark

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #41 on: January 25, 2013, 08:13:35 PM »

I want it on moar ships
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PerturbedPug

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #42 on: January 25, 2013, 08:25:12 PM »

I want it on moar ships

If you haven't noticed, the title says "New ship systems and hull mods" so you're supposed to suggest all new hull mods/ship systems. If you want ammo feeder or other systems on different ships, then make a new thread.
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Lucian Greymark

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #43 on: January 25, 2013, 08:56:52 PM »

The rest of my systems and mods are new. Calm thyself.
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Astyanax

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Re: New ship systems and hull mods. Post your ideas here!
« Reply #44 on: January 26, 2013, 03:42:56 PM »

Thought I'd try my hand at designing :p

Heavy space projector (or "Spiderweb"): a ship system that reduces the speed and acceleration all ships in the immediate vicinity based on its mass (if that's not a variable in the game, it could be inversely proportional to the target's own acceleration).  Lighter and faster ships are affected more strongly, and entering p-space is impossible for the duration.  Causes a large buildup of hard flux and halves maneuverability when activated.  The effects last for a few seconds before gradually dissipating.

And of course, there's the iconic Tractor beam: a beam ship system that imparts an acceleration towards itself. 

Volatile shield flux (or "Ramming shields"): a ship system that causes collisions to impart 1.5x normal flux to enemy shields, or 1.5x normal damage to the hull for a short period of time.  Also, asteroids disintegrate upon contact.

Warp nullifier: a ship system that prevents the target from leaving the battlefield when activated.  Lasts only a few seconds and has a long cooldown.

Flux overdrive: an early, but complex, hullmod developed in response to phase technology, causing the constant gradual buildup of hard flux (ignores normal flux dissipation).  In exchange, the ship receives significant boosts to speed and acceleration.

Nanobot hive: a ship system that when activated, temporarily disables weapons and causes a dormant nanobot swarm to evenly redistribute hull armor at the cost of significant hard flux.  The total armor remaining is unchanged.
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