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Post by Aimstrong on Jan 16, 2018 16:22:32 GMT -5
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Post by fallen on Jan 16, 2018 18:03:35 GMT -5
Wow very cool suggestions! We've taken a link to this doc to look it over as we keep adding more components
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Post by j4j on Jan 16, 2018 21:04:45 GMT -5
Suggestion: Coffee Maker.
Purpose: the trope of bible-in-the-pocket-stopping-a-bullet-thats-saves-your-life.
I.e. railgun round goes thru hull hits only coffee maker. -0 morale to all crew as beloved coffee maker dies but crew consoled by awareness that at least it wasn't the piloting subsystem....
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Post by kadeskirata on Jan 18, 2018 20:51:19 GMT -5
Hey!
Quick idea, I've got more coming later.
Damage Control: Sets base shielding (and?) armor to X (based on my damage calculations, 10 seems solid). Other Shield/Armor modules do not stack with this - meaning, you can EITHER have a base armor/shield of 10 OR you can build your ship to be combat capable. Medium/Large slot, potential upgrades only increase ship pool contributions. (EDIT: Maybe the tier 4 version also halves the duration of crippling effects on the ship and crew.) The idea is letting new captains establish a baseline level of hardening to mitigate absurd crits/cripples in ship combat without letting combat ships increase scaling beyond what their hull is capable of. Think creating a sheet-metal roof for a shack. It'll protect you from the rain, but if you want to add a second story, you need to build a frame, load-bearing supports and a foundation.
Profession Modules:
Sensor Buoys: Medium Module, probably - Auto-Deploy during profession games (specifically spy, blockade and patrol, maybe explo) to reduce the risk of the operation by X% OR speed operation time by 30ish%.
Cryptolingist Array Matrix (C.A.M.): Large Module - Passively increases ship Electronics pools, increases ALL Spy profession rewards (including XP) by 10-25% (upgrade level dependent), stacks with Sensor Array.
Field Operations Control and Universal Sentry (F.O.C.U.S) Module - Large Module, Passively Increases Ship Tactics pools, increases all Exploration profession rewards (including XP) by 10-25%, stacks with sensor array (though who does that tbh). Should NOT boost Xeno ship artifact collection via Explorer trait.
Wartime Allied Logistics Link (W.A.L.L) - Large Module, Passively Increases Ship Ops and Navigation pools, increases all Blockade profession rewards (including XP) by 10-25%, reduces fuel consumption while Patrolling by [X]. (OR: Increased Reputation Gain from Patrolling by X% - Probably equivalent to 2 of the relevant crew traits)
Coordinated Offensive Interdiction and Logistics (C.O.I.L) system - Large Module, Passively Increases Gunnery and Pilot pools, increases all Blockade profession rewards (including XP) by 10-25%, reduces fuel consumption while blockading by [X].
Utility Modules: (aka upgrade your way past some papercuts)
Crew Care Facilities: Small Module, acts as a Tier-1 Medical module for Small modules, Passively increases Ship Doctor Pools, reduces Morale Degradation by non-$$ factors by X%, on crew level-up, has a 10%xTargetCrewCharacterLevel chance to reveal a hidden trait of that crewmember.
Recreational Facilities (aka Fight Club): Medium Module, reduces combat-based morale degradation, passively regenerates X Morale over X time capped at 50% Max Morale, and not effecting crew with Morale below X% (whatever the threshold is for mutiny.) Adds trait mutation points towards traits like "Brute" and "Survivor".
Shielded Engine (probably an upgrade or modifier for the engine purchase): adds 5% armor, 2% shielding to the ship, adds +10 to +25 Component Damage Reduction to the Engine, reduction in base hull's cargo capacity.
Hardened Barracks: Adds +5% armor, +2% shield to the ship, higher mass requirement, maybe holds less crew per $ spent (e.g. capacity of 1 tier lower, price of 1 tier higher)
Shielded Hyperwarp Drive: Adds +5% armor, +2% shield to the ship, slightly higher (+2 or +10% depending on the higher per tier) jump cost.
Hardened Crew Compartments: Small/Medium: Adds +5% shield, reduces crew damage from external effects by X%.
Combat-ish Modules:
Active Armor Hardener: Small Slot, reduces self-damage from Ship talents in ship combat by 20-50%, takes 5-8% component damage for each ship combat round it is active, must be repaired IN STATION - talents don't work. (Flavor is, it activates just prior to a dangerous maneuver to dampen, channel and radiate excess energies from the engine harmlessly into space, but degrades each time it does so. Can only handle 8-12 rounds before it ceases to function.)
Trajectory Prediction Unit: Small Slot - Adds +Accuracy passively, Boosts Gunnery pools passively, adds a +1,2,3 Critical (or Cripple) stacking bonus (max 10 stacks) for each successful weapons attack on enemy ship in combat as the calculation algorithms are fed more and more accurate telemetry data from the weapons station.
Predictive Piloting Algorithm: Small Slot - Adds +Speed and +Pilot passively, adds a +1,2,3 Defense (max 10 stacks) stacking bonus for each successful weapons attack made ON the player's ship as the targeting limitations and offensive capabilities of the opponent are measured in real-time by a network of hull-mounted telemetry sensors.
Combat Afterburners: Adds +10/+20/+30 Range Change and half Escape rating. Passively increases Speed, Pilot, Ship Ops.
Gimballed Hardpoints: Adds +Gunnery, +Ship Ops passively, allows weapon systems to hit one range closer than they normally can, at -10% Accuracy and -50% Damage, penalties being reduced per tier of upgrade. Interesting Faction module potential here.
...More to come. Thanks!
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Post by En1gma on Feb 5, 2018 20:39:06 GMT -5
I really want a large size Espionage Suite. Make it chock full of Electronics and computers and such. Give it something cool like % Chance to gain 2-5 Intel from any ship you acknowledge/fight/encounter, and let it give +75% Intel gained from normal card games.
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Post by fallen on Feb 5, 2018 21:59:39 GMT -5
Awesome suggestions! Great to see all the interest in additional Ops components.
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